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Made in us
Humming Great Unclean One of Nurgle





In My Lab

Spoiler:
Ratticus, Inquisitorial Assassin

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
8".........4+.........2+.........2.........2..........4..........2..........8..........4+

Ratticus is a single model armed with a Bolt Pistol, a Manslayer Sniper Rifle, and a Camo Cloak.

Wargear
Bolt Pistol-Range 12", S4, AP0, D1, Pistol 1
Manslayer Sniper Rifle-Range 48", S8, AP-2, D2, Heavy 1, any wound rolls of 6 caused by this weapon inflict a mortal wound in addition to its regular damage.
Camo Cloak-Ratticus gains +2 to his armor for being in cover, rather than +1.

Abilities
Shoot Sharp And Scarper-Ratticus may move 1d6" immediately after shooting, if he is not locked in combat.
The Rat Swarm-All Ratling units within 6" of Ratticus may fire an additional shot with their weapons when firing them.
The Better Part Of Valor-Ratticus may still fire after Falling Back, but fires at a -2 penalty.

Faction Keywords
Imperium, Astra Militarum, Inquisition

Keywords
Character, Infantry, Ratling


Spoiler:
Dorb The Ogryn, Inquisitorial Enforcer

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
6".........2+.........4+.........6.........5..........8..........5..........7..........3+

Dorb is a single model armed with Dorb's Maul O' Death, Frag Grenades, Krak Grenades, and Dorb's Personal Shield.

Wargear
Dorb's Maul O' Death-Range Melee, S+2, AP-2, D1+d3
Frag Grenades-Range 6", S3, AP0, D1, Grenade d6
Krak Grenades-Range 6", S6, AP-1, Dd3, Grenade 1
Dorb's Personal Shield-This grants Dorb +1 to his armor save against shooting, and +2 to his save while in close combat (including against Pistol attacks fired in close combat).

Abilities
Too Damn Stupid To Die-Whenever Dorb takes a wound, he ignores it on a 5+.
Eloquent In His Native Tongue-All friendly Ogryn units within 6" of Dorb gain +1 Attack and +1 Leadership.
Thunderous Charge-All enemy units within 1" of Dorb when he completes a charge take a mortal wound.

Faction Keywords
Imperium, Astra Militarum, Inquisition

Keywords
Character, Infantry, Ogryn


Note that, for both these characters, they are affected by their own auras.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





So Dorb has a 1+ save in CC, plus a 33% chance to simply ignore any damage over that?
A Mortal Wound if he charges you?

Seriously, he's an absolutely BEASTLY tanking unit.


They/them

 
   
Made in kr
Inquisitorial Keeper of the Xenobanks






your mind

Cool.
You got points for those?

   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Sgt_Smudge wrote:
So Dorb has a 1+ save in CC, plus a 33% chance to simply ignore any damage over that?
A Mortal Wound if he charges you?

Seriously, he's an absolutely BEASTLY tanking unit.


That he is. Admittedly, no Invuln save, so just toss a Culexus at him and he'll go down hard.

 jeff white wrote:
Cool.
You got points for those?


Knew I forgot something. Maybe 120 for Ratticus and 200 for Dorb?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Ultramarine Librarian with Freaky Familiar





 JNAProductions wrote:
 Sgt_Smudge wrote:
So Dorb has a 1+ save in CC, plus a 33% chance to simply ignore any damage over that?
A Mortal Wound if he charges you?

Seriously, he's an absolutely BEASTLY tanking unit.


That he is. Admittedly, no Invuln save, so just toss a Culexus at him and he'll go down hard.

Does he need an Invuln at all? I mean, a high AP weapon like a power fist is AP -4, so even then, he's saving that on a 5+ anyway. Unless he had a Rosarius or a 4++ save, he really doesn't need one.

Seriously, it'll take Mortal Wounds to bring him down and nullify that save, which an Invuln would be useless at anyway.

And if you can only really kill a model by throwing another expensive and niche model at him (which not all armies get access to), then that's not really a good sign.


They/them

 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 JNAProductions wrote:
Knew I forgot something. Maybe 120 for Ratticus and 200 for Dorb?

Ratticus might be a bit overcosted seeing as though he'd die to a stiff wind but Dorb seems alright since he could realisticly tank tanks.

Here's my entry (edit, forgot his jump pack):
Spoiler:
Lacerat Mentis, Lord of the Endless Night 160pts

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
12"........2+........2+.........4.........4.........5..........5..........9..........3+

Lacerat Mentis is a single model armed with The Claws of the Night Haunter, frag grenades and krak grenades.

Wargear

The Claws of the Night Haunter - Range Melee, S+1, AP-3, D2, You can re-roll failed wound rolls for this weapon. Each time the bearer fights, it can make 1 additional attack with this weapon.
Frag Grenade - Range 6", Grenade d6, S3, AP0, D1
Krak Grenade - Range 6", Grenade 1, S6, AP-1, Dd3

Abilities
Death to the false emperor - rolls of a 6 to hit when targeting Imperial units cause an extra attack.
Lord of Chaos - You can re-roll hit rolls of a 1 made for friendly Night Lords or Endless Night units within 6" of this model.
Sigil of Corruption - This model has a 4+ invulnerable save.
Agony that rains from the sky - Add 2 to the Morale tests of any enemy unit within 6" of this model. Furthermore, once per game, you may select an enemy unit within 12" of this model: that unit must roll 2d6 rather than d6 for their Morale test.
Jump Pack Assault - During deployment you can set this model up high in the skies instead of placing it on the battlefield. At the end of any movement phase this model can assault from above - set it up on the battlefield anywhere that is more than 9" from any enemy model.

This message was edited 1 time. Last update was at 2017/07/25 14:47:35


Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Okay, so at 200 points, he's worth about 3 Wulfen with TH/SS. I use them because they're something I know off the top of my head.

9 attacks, 9/2 hits, 45/12 wounds, 45/24 past the save, or about 2 wounds go through each fight phase. That turns into 6 wounds, of which 2 are ignored. So two fight phases for 3 Wulfen to kill him.

Or, a Commander, for Tau. A Fusion Blaster at 18" deals 5/6 hits, 5/9 wounds, 25/54 past the 6+ save, and then deals 3.5 damage on average, for 2.33 wounds actually dealt per successful Fusion wound. So around 8 or 9 Fusion shots to one round him, from a Commander. Which is pretty difficult, agreed-but a single Quad Fusion Commander can take him out in two turns without much issue.

Or Daemon Princes. 180 for a Winged Prince with two talons. 7 attacks, hitting on 2s rerolling, for 245/36 hits, wounding on 3s, for 245/54, with a 3+ save, for 245/162. That turns into 2 damage, for 245/81, or about 3 wounds per turn on average, turned into 2 with his FNP.

So, a Daemon Prince takes 4 rounds to kill him while being cheaper, more mobile, and a psyker. If we simulate the whole combat, assuming the Prince gets the charge...

Turn 1, 2 wounds on average are dealt to Dorb. Dorb strikes back, 6 attacks, hitting on 2s, 5 hits, wounding on 3s, 10/3 wounds, 5+ invuln, 20/9 wounds past the save. Turns into 60/9 with his damage, but drops to 120/27 or 4.44 with Disgustingly Resilient.

Okay, so Dorb will beat a cheaper, more mobile, Psyker Prince. He'll about half die in that time. Maybe I should drop his attacks a little?

Edit: Nice character, MHF! I'm a little iffy on Agony That Rains From The Sky, though-that's effectively an extra d6 casualties on any unit taking a morale test. Really potent against hordes, but not so hot against elites. I dunno-maybe rework it? Maybe not.

This message was edited 1 time. Last update was at 2017/07/24 15:48:15


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 JNAProductions wrote:
Edit: Nice character, MHF! I'm a little iffy on Agony That Rains From The Sky, though-that's effectively an extra d6 casualties on any unit taking a morale test. Really potent against hordes, but not so hot against elites. I dunno-maybe rework it? Maybe not.

I'd say it could be used to specifical remove tough elite units, think about this tactic: your opponant has a unit of Terminators, Kastalen robots, Killakans, etc. if you managed to kill 2 models in your turn, get Mentis within 6" and activate AtRftS the unit would be taking a Morale test on 2d6 + 4 for an average of 11, that would kill 2-3 more models and likely whipe the problem elite unit.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Might as well update my good old Riley Enoch of the 85th


M6 BS 2+ WS 3+ S3 T3 W4 A3 LD9 SV 4+

Wargear; Carapace armor, Heirloom Hotshot Lasgun with attached Grenade Launcher, Frag and Krak Grenades, CCW.

Special rules: Voice of Command, Aerial Drop, Riley's Fist

Heirloom Hotshot Lasgun: Assault 3 Str 4 AP -2 D:1 Range 18

Attached Grenade Launcher: Assault 1 Str 6 AP -1 D3 Range 24


Riley's Fist: Any unit with the Militarum Tempestus keyword may drop more than 7'', rather than 9", of an enemy unit using the Aerial Drop rule if they're in the same detachement as Riley. Furthermore, Riley may give out two orders using Voice of Command.

Not sure about point cost, the Fist thing is pretty good as it will let Scion drop flamers and double tap with their Hotshots, however, they're not in melta short range, so I think it isn't too powerful, just nice to have.

This message was edited 1 time. Last update was at 2017/07/24 18:29:05


Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

 Bobthehero wrote:
Riley's Fist: Any unit with the Militarum Tempestus keyword may drop more than 7'', rather than 9", of an enemy unit using the Aerial Drop rule if they're in the same detachement as Riley. Furthermore, Riley may give out two orders using Voice of Command.

Fixed that for you.

I'd say make him 70/80pts due to the utility.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

Thanks for the fix

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Powerful Phoenix Lord





I'm working on a data slate for a customized superheavy Space Marine tank for my Chaos Space Marines...that's about it at the moment.
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Spoiler:
The Nameless Flayed Lord-180 Points

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
6".........2+.........5+.........5.........5..........6..........5..........10..........3+

The Nameless is a single model, armed with two Rending Flayer Claws, Bloodstone Grenades, and a Phase Shifter.

Wargear
Rending Flayer Claws-Range Melee, S+1, AP-1, D1, you may reroll failed wounds with this weapon, any wound rolls of 6 are resolved at AP-4 instead of AP-1, and you may make one additional attack with this weapon whenever you fight in close combat (you may make three additional attacks if armed with two)
Bloodstone Grenades-Range 12", S4, AP0, D1, Grenade 2d3, any target struck by this weapon becomes Scented. Any Flayed One units may reroll failed charges against a Scented target.
Phase Shifter-Provides a 4+ Invulnerable save.

Abilities
Lord Of The Lost-Flayed Ones units within 6" may reroll all failed hit rolls in close combat.
Deep Strike-The Nameless may, at the end of any movement phase, appear on the table further than 9" away from enemy models.
Leaping Death-The Nameless may pile in 6", rather than 3".

Faction Keywords
Necron, (Dynasty)

Keywords
Character, Infantry, Flayed One


Spoiler:
Artillery Cryptek RenTohk-80 Points

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
5".........3+.........2+.........4.........4..........4..........3.........10..........3+

Artillery Pieces

M.........WS.......BS.........S.........T.........W.........A.........Ld.........Sv
3".........6+.........3+.........5.........6..........4..........2.........10.........3+

RenTohk is a single model, armed with an Aethermatic Lance and an Aethermatic Pistol.

Each Artillery Piece is a single model, armed with an Aethermatic Cannon, an Eldritch Mass Driver, or a Damned Lance.

Options
RenTohk may choose to be deployed with up to five artillery pieces, for the following points costs:
Aethermatic Cannon-60 Points
Eldritch Mass Driver-50 Points
Damned Lance-30 Points

Wargear
Aethermatic Lance-Range 36", S8, AP-4, D3, Heavy 2
Aethermatic Pistol-Range 12", S6, AP-2, D2, Pistol 2
Aethermatic Cannon-Range 72", S10, AP-4, D3, Heavy 2d3, this weapon ignores cover bonuses and may fire at targets not visible to it
Eldritch Mass Driver-Range 48", S16, AP-6, D3d3, Heavy 1
Damned Lance-Range 36", S8, AP-3, D2, Assault 3

RenTokh's Abilities
Assuming Control-Any Artillery within 6" of RenTohk may fire using his Ballistic Skill instead of their own.
Technomancer-All friendly Reanimation Protocols made within 6" of RenTohk may be made at a +1 bonus, to a max of 4+.
Living Metal-RenTohk recovers 1 wound at the start of each friendly movement phase.

Artillery Pieces' Abilities
Artillery Emplacement-If there is no friendly unit within 6" of an Artillery Piece at the end of any movement phase, it is immediately destroyed. In addition, all Artillery Pieces are deployed as one unit with RenTohk, but at the start of the game, are immediately and forevermore treated as separate units.
Slow And Ponderous-Halve the result of any advance rolls made for this unit.

Faction Keywords
Necron, (Dynasty)

Keywords (RenTohk)
Character, Infantry, Cryptek

Keywords (Artillery Pieces)
Artillery


Edit: I feel like RenTohk's artillery is PROBABLY too cheap. Any ideas what would be appropriate pricings?

This message was edited 2 times. Last update was at 2017/07/25 16:43:32


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Mandrake Lord (135pts)
Mv:8", WS:2+, BS:2+, S:5, T:3, W:5, A:5, Ld:9, Sv: 7+

Shadowfire: Pistol 3 18" S5 AP-3 D1 (Each 6+ to wound causes a Mortal Wound)
Twilight Blade: Melee S User AP-1 D1 (Each 6+ to wound with this weapon causes a Mortal wound.)

The Mandrake Lord may purchase wings for 10pts. If he does, his speed becomes 14" and he gains the Fly rule.

Power From Pain (See DE Introduction)

From out of the Shadows (as the Mandrake rule)

A Shadow in the Darkness (Your opponent must subtract 1 from the hit rolls of any attacks that target this unit. In addition, the Mandrake Lord has a 4+ invulnerable save.)

Hired to Kill (For each Dark Eldar HQ in your army you may include a single Mandrake Lord. A Mandrake Lord may never be chosen as your warlord.)

Perfect Hunter (The Mandrake Lord may reroll failed to-wound rolls. Mandrake units within 6" may reroll to-wound rolls of 1.)

Into the Night (At the end of any movement phase, the Mandrake Lord and a single unit of Mandrakes within 3" may be removed from the board and immediately redeployed as if arriving via From out of the Shadows. The Mandrake Lord may not be placed more than 18" from his original location. If a unit of Mandrakes is redeployed in this manner, it must be placed within 3" of the Mandrake Lord.)

Life Stealer (Once per turn, at the end of any phase in which the Mandrake Lord caused at least one wound, you may choose one of the following effects:
- The Mandrake Lord regains 1d3 wounds.
- The Mandrake Lord may shoot as if it was the shooting phase.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in ru
!!Goffik Rocker!!






Grobbo da Grot Prophet
Mv4 ws5+ bs4+ s2 t2 a2 w4 ld6 sv2+ pts 50
<INFANTRY> <GRETCHIN>
Equipment:
Power klaw: S x2, ap -3, D d3, -1 to hit
Kombi-shoota: S 4, ap 0, D 1, range 18', assault 4

Da Grot Prophet - gretchins believe that Grobbo has a connection to Gork or possibly Mork. And that one of the great gods speaks through him promising great future to all the smaller greenskins around. He sure screams a lot and runs around in his fancy kustom mega armor driving his followers to zealous frenzy.
GRETCHIN units within 6' add +1 to wound rolls and have +1 attack characteristic. Furthermore, they autopass morale tests.

This message was edited 5 times. Last update was at 2017/08/08 11:15:41


 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 koooaei wrote:
Grobbo da Grot Prophet
Mv4 ws5+ bs4+ s2 t2 a2 w4 ld6 sv2+ pts 50
<INFANTRY> <GRETCHIN>
Equipment:
Power klaw: S x2, ap -3, D d3
Kombi-shoota: S 4, ap 0, D 1, range 18', assault 4

Da Grot Prophet - gretchins believe that Grobbo has a connection to Gork or possibly Mork. And that the great gods speak through him promising great future to all the smaller greenskins around. He sure screams a lot and runs around in his fancy kustom mega armor driving his followers to zealous frenzy.
GRETCHIN units within 6' add +1 to wound rolls and have +1 attack characteristic. Furthermore, they autopass morale tests.


I really love this idea.

Also, something about a S4 Power Klaw amuses me greatly.

I kinda want to see a model for this guy.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Longtime Dakkanaut







From my 7e homebrew, but feel free to adapt the changes, port vehicle costs over, etc. The Mekboy Speedsta was a "Fast Tank" in Epic with a Kustom Kannon and Powerfield, but this reimagines it as a Chariot mount for a Big Mek. I wrote it as an alternative to the Mekboy Junka, as I found it weird that a Bike Mek could take a Dedicated Transport that was better used as a Grot Bomb platform anyway!

The life of a Big Mek is an eternal struggle between enjoying a good scrap, or working on new killy weapons for said scraps. Some more inspired Meks decide to resolve the conflict of interest by bringing their workshops with them altogether! The Mekboy Speesta is best described as a workshop on wheels, where the Big Mek has the ability to field-test his new toys first-hand in the proving grounds of combat. Manned by a trusty crew of Grot retainers, this leaves the Mek free to direct repairs, or fight from the top of his own kustom platform.

A Big Mek may take a Mekboy Speedsta instead of a Warbike for +60 points. The Mek *may* still take Mega Armour, however.

BS 3, Armor: 13/12/10, HP 3.
Chariot, Open-Topped, Fast
Wargear: 2 Kannons

Options:
May take a Power Booster for 30 points. Any weapons fired by the Mek or Wagon that use random Strength profiles roll an additional D6 and drop the lowest one.
May swap out any Kannon for any other Mek Gun type at costs based off the Mek Gun unit entry (ex +12 for a Mega Kannon, etc).
May take any upgrades from the Ork vehicle armory, except Deffrollas or Boarding Planks, at listed costs.

Special Rule:
Mobile Mekshop: Use the Speedsta model for measuring the effects of abilities that radiate from the Big Mek, including the KFF field, Mek Tools, etc. Furthermore, the Mek can benefit from bonuses that normally require him to be dismounted (whether it's a Warlord aura, or benefitting from a Promethium Relay), and the Speedsta can benefit from any Ammo Runts/the Gitfinda on the Big Mek. Note that if the SAG Mek rolls an 11, you move the entire Mek/Speedsta forward for assault, inflicting Hammer of Wrath hits as normal for a charging Chariot.

Designer Notes: The Speedsta itself may be a little undercosted but this is intentional. Compared to other Chariots, it is not a Skimmer like the Command Barge (so no Jink), or is it a Daemon (so no Invulnerable Save). I don't understand the rumors of Logan having a Wolf Sled, but I digress. The Speedsta is BS 3 to indicate the gaggle of skilled (by Greenskin standards!) Grot gunners manning the Kannons themselves. The idea is to have a vehicle that can be "flexible" at a cost. On one hand, you can run it cheap-and-cheerful as a heavy/fragile Typhoon Speeder, or you can run it akin to an Orky Hammerhead; don't forget the Chariot makes the Big Mek Relentless, so you can move and fire your Shokk Attack Gun! While you can attempt to combine it with Mega Armour for an Orky counterpart to a Command Barge, it's a *lot* easier to get the S8/AP 2 needed to instant-death out the Mekboy on top!

This message was edited 2 times. Last update was at 2017/07/28 20:19:06


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







HQ selection for the Adeptus Custodes, running off a half-assed attempt to convert some of their 30k rules to 8th.

(Apologies for the wall of text, there are some army-wide special rules here that would be a "see earlier summary" entry on a proper datasheet.)

Custodes Tribune (HQ, PL 15)
(Unsure of the specifics of the rest of the list; this is intended to fit the Primarch-Lite status of the Tribune in 30k, and as such he has a Chapter Master+ statline and rules/kit made by mixing the 30k concepts with things that exist in 40k already.)
Move 6", WS 2+, BS 2+, S 5, T 5, W 7, A 5, Ld 10, Sv 2+
1 Tribune, armed with a Paragon Spear and plasma grenades.
Options:
May trade the Paragon Spear for a Solarite Power Gauntlet, Solarite Power Talon, Pyrithite Spear, Adrastite Spear, or Paragon Blade.
May either take a Praesidium Shield or trade the Paragon Spear for a pair of Solarite Power Talons.
May take either Arae-Shrikes or Teleportation Transponders.
Abilities:
The Sodality: Custodes units with this rule are in coherency if within 3" of a friendly model, rather than 2". Additionally Characters with this rule may not be targeted during the Shooting phase if they are within 3" of a non-Character unit with this rule, even if they are closer to the enemy. (This is intended to mitigate some of the inherent disadvantages of playing an army of a few horrifically expensive models.) (EDIT: Character models with The Sodality only get character protection from non-character units with The Sodality, thanks to JNA for pointing out the Tribune tag-team loophole.)
Preturnatural Skill: Custodians with this rule may choose to split their melee attacks. They make twice as many attacks as they would otherwise, but each attack has half the Damage stat it would normally, rounding down where necessary. Make this decision when attacks are declared; each model must either split all his attacks or none, but models in a unit don't have to all do this the same way. (Similarly we're trying to mitigate the disadvantages of playing many expensive models here; Custodians are never going to have cost-effective volume, but letting them split attacks this way should let them be somewhat effective against swarms without making them too good against hard targets. I could see knocking basic models down from 3A to 2A under this mechanic, but I'd have to do more math first.)
Inviolable Psyche: Custodians automatically pass Morale tests. Additionally if a Custodian unit is targeted by a psychic power roll a d6, on a 5+ the power is negated and is discarded without effect. (Because they really should. The psychic defense is a lite version of the Black Templar stratagem that's always on; they don't really get enough psychic defense out of it to not need to borrow a psyker or the Sisters of Silence, but they get enough for them to not be completely essential.)
Shadow of the Throne: If your army is Battle-Forged and your Warlord is a Custodes Tribune you gain an additional 2 Command Points.
Grand Master of the Legio: Friendly Adeptus Custodes units within 6" of a Custodes Tribune may reroll all failed rolls to hit.
Overlapping Shields: A Custodes Tribune has a 4+ Invulnerable save. If he has a Praesidium Shield he has a 3+ Invulnerable save instead.
Unyielding Wall: A Custodes Tribune takes one less wound than normal from any attack, down to a minimum of 1.
Praesidium Shield: A model with a Praesidium Shield has a 4+ Invulnerable save, and enemy models take a -1 penalty to hit him with melee attacks. He may not use Preturnatural Skill to split his attacks when using a spear (Paragon, Guardian, Adrastite, or Pyrithite).
Teleportation Transponders: When deploying a unit with Teleportation Transponders you may deploy them in a Teleportarium rather than on the battlefield. They may arrive anywhere on the field more than 9" from any enemy models at the end of any of your Movement phases.
Arae-Shrikes: Enemy models that have a rule allowing them to be set up on the table outside some distance from your models add 3" to that distance when considering models with Arae-Shrikes. Enemy models take a -1 penalty to hit when targeting models with Arae-Shrikes with a shooting attack from more than 12" away.
Keywords: Imperium, Adeptus Custodes, Infantry, Custodes Tribune.

Weapon Stats:
(Note: All the melee weapons have at least two damage to plug into Preturnatural Skill. The stats are based comparatively on the originals (i.e. a Solarite Power Gauntlet, originally a better power fist, remains a better power fist).)

Paragon Spear: 24", Rapid Fire 2, S 5, AP -1, D 2, or Melee, S +2, AP -3, D 3. If the wielder isn't using Preturnatural Skill to split his attacks the Paragon Spear deals a mortal wound in addition to normal damage on to-hit rolls of 6+ with the melee profile.

Guardian Spear and variants: Melee, S +1, AP -3, D 2. The ranged profile varies as follows: Guardian Spear 24", Rapid Fire 2, S 4, AP -1, D 1. Pyrithite Spear: 6", Assault 1, S 8, AP -4, D d6. If the firing model is within half range roll 2d6 and discard the lowest for damage instead. Adrastite Spear: 12", Rapid Fire 1, S 6, AP -3, D 3. If the firing model rolls at least one 1 to hit he suffers a mortal wound after the attack is resolved.
(Note: The Guardian Spear's ranged profile has been changed to Rapid Fire 2/D1 from Rapid Fire 1/D2 to offer more flexibility for a tiny army of huge models, and to bring it back to its 30k roots as a better storm bolter rather than a better boltgun. The Pyrithite Spear's gun is still just an Inferno Pistol, and I'm still not entirely sure where to go with the Adrathic Destructor.)

Paragon Blade: Melee, S +2, AP -3, D 2. If the wielder isn't using Preturnatural Skill to split his attacks the Paragon Blade inflicts an additional mortal wound on a roll of 6 to wound.
(Straightforward here. It's a Relic Blade with D2 to make Preturnatural Skill easier and a lite version of Murderous Strike/Decapitate off of Guilliman's flaming sword.)

Solarite Power Gauntlet: Melee, S x2, AP -3, D 3.
(It's a powerfist+. Or more accurately a thunderhammer+.)

Solarite Power Talon: Melee, S +1, AP -2, D 2. A model equipped with two Solarite Power Talons may reroll failed to-wound rolls.
(Preturnatural Skill necessitated a two-damage starting profile, and I didn't want to try giving extra Attacks for having two the way normal lightning claws do since that's already covered by Preturnatural Skill, so the reroll is contingent on having two.)

Costing:
With base loadout the Tribune is functionally a slightly better Calgar (he hits harder and has slightly better auras, but -1 damage rather than half makes him more vulnerable to big things/anti-tank weapons, and he has to pay for Deep Strike), so I'm approximating him at PL15 and somewhere between 270pts (Pyrithite Spear only) and 330pts (Paragon Spear, Praesidium Shield, Teleportation Transponders).


And, just for fun and because nobody's yet told me he's dead, here's Valdor:

Constantin Valdor (PL 16)
M 6", WS 2+, BS 2+, S 5, T 5, W 8, A 6, Ld 10, Sv 2+
1 Constantin Valdor, armed with the Apollonian Spear and plasma grenades. Only one of this model may be included in your army.
Abilities:
The Sodality, Preternatural Skill, Inviolable Psyche, Shadow of the Throne, Teleportation Transponders, Overlapping Shields, Unyielding Wall (see above).
Captain-General: You may reroll all failed to-hit and to-wound rolls for friendly Adeptus Custodes units within 6" of Valdor.
Keywords: Imperium, Adeptus Custodes, Infantry, Constantin Valdor.

The Apollonian Spear: 24", Rapid Fire 2, S 5, AP -2, D 2. Melee profile: S +2, AP -4, D 4. If Valdor isn't using Preturnatural Skill to split his attacks the Apollonian Spear inflicts an additional mortal wound on the target on to-wound rolls of 4+ in melee.

(There. Nice, straightforward, aura rule makes him the Primarch to the Tribune's Chapter Master, and the Apollonian Spear is a Paragon Spear+ that makes Valdor the only non-Dreadnaught Custodian who can split his attacks and end up with more than D1. This does end up making Valdor slightly killier than Guilliman in melee, though that is backed enough by the 30k stats to make me reasonably comfortable with that state of affairs.)

This message was edited 2 times. Last update was at 2017/07/28 18:37:45


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

The Sodality is broken, completely and utterly. Put a Tribune just behind, say, Bobby G. You can't target Bobby G, since he's affected by the Sodality, and you can't target the Tribune since he's not the closest character. In an all-character or character-heavy list, you are effectively immune to shooting.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
The Sodality is broken, completely and utterly. Put a Tribune just behind, say, Bobby G. You can't target Bobby G, since he's affected by the Sodality, and you can't target the Tribune since he's not the closest character. In an all-character or character-heavy list, you are effectively immune to shooting.


Bobby G. doesn't have The Sodality, and is thus unaffected by it and doesn't help the Tribune. I do see your point about stacking Tribunes behind each other, though, and I do need to add a qualifier that the Tribune can only be protected by non-character units with it.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 AnomanderRake wrote:
 JNAProductions wrote:
The Sodality is broken, completely and utterly. Put a Tribune just behind, say, Bobby G. You can't target Bobby G, since he's affected by the Sodality, and you can't target the Tribune since he's not the closest character. In an all-character or character-heavy list, you are effectively immune to shooting.


Bobby G. doesn't have The Sodality, and is thus unaffected by it and doesn't help the Tribune. I do see your point about stacking Tribunes behind each other, though, and I do need to add a qualifier that the Tribune can only be protected by non-character units with it.


Ah, misread it slightly. But yeah, Tribune Stacking would render you immune to shooting, which is not good.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Gore-Soaked Lunatic Witchhunter







 JNAProductions wrote:
 AnomanderRake wrote:
 JNAProductions wrote:
The Sodality is broken, completely and utterly. Put a Tribune just behind, say, Bobby G. You can't target Bobby G, since he's affected by the Sodality, and you can't target the Tribune since he's not the closest character. In an all-character or character-heavy list, you are effectively immune to shooting.


Bobby G. doesn't have The Sodality, and is thus unaffected by it and doesn't help the Tribune. I do see your point about stacking Tribunes behind each other, though, and I do need to add a qualifier that the Tribune can only be protected by non-character units with it.


Ah, misread it slightly. But yeah, Tribune Stacking would render you immune to shooting, which is not good.


...And now I kind of want to see if six Tribunes could take a 2,000pt army. Park an Arae-Shrike Tribune on each objective and dare the other guy to come at you.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in gb
Master Engineer with a Brace of Pistols






I retrieved and updated my old Valhallan sniper character for this thread.

Sergeant Smert:

Movement: 6" WS: 3+ BS: 3+ S: 3 T: 3 W: 3 A: 4 LD: 7 SV: 5+

Sergeant Smert is a single model armed with Lyudmila, frag grenades and krak grenades. Only one of this model may be included in your army.

Lyudmila: Range: 36" Type: Heavy 1 S: 4 AP: - D: 1 Abilities: Can target an enemy character even if they aren't the closet enemy unit. Wound rolls of 6+ inflict D3 mortal wounds in addition to its normal damage.

Abilities:

The White Death (reroll to hit and to wound rolls of 1), Find the best spot (same as ratlings), Camo Gear (same as scout marines).


This message was edited 1 time. Last update was at 2017/07/28 19:26:49


 
   
Made in gb
Steady Space Marine Vet Sergeant




England

Gonna make one for my go-to Captain in my Crimson Fists army.

Captain Xander of the 5th Company, Master of the Toll

M WS BS S T W A Sv
6" 2+ 2+ 4 4 5 6 2+

Wargear
Iron Halo
Bolt Pistol
Frag and Krak (The usual)
He may be given a Jump Pack, for the appropriate amount of points. If so, Xander gains Jump Pack Assault.

Chapter Relic - Ophelia's Crescent
This towering scythe has liberated many a world in the hands of Captain Xander, yet has most likely enslaved the same amount. Ophelia's Crescent is a weapon which remained on Xander's homeworld when it was first besieged by the traitorous Death Guard. As he preferred larger, two handed weapons compared to most more graceful melee weapons lining Astartes armouries, Xander had this weapon completely cleansed so allow him to wield such a mighty blade. Such a process took decades, yet he was be presented the finished product upon promotion to 5th Company Captain, under the title of Master of the Toll. Instead of despoiling the worlds of the Imperium, the Crescent would now serve its new purpose of ridding the galaxy of those very tyrants it once called "master".

S+2 AP -3 Dam 3
This model may reroll To Hit rolls of 1 when targeting units with 10 or more models.

Abilites
Rites of Combat
Instead of the usual Rites Captains usually gives during conflict, Xander speaks a different litany. Instead of directing long range weapons, his words make his battle brother's blades more aggressive with each strike.
You may reroll all failed Wound rolls during the Fight phase for all friendly Crimson Fists units within 6" of this model.

Wary
Ever since he was betrayed at his homeworld by his own blood brother, he has always been wary of others and their actions. Only those Xander deems truly trustworthy he can be comfortable around, but that takes a long time to evaluate. However, this has its upsides - the brothers fighting under him are closer for it.
When Xander is your Warlord, his detachment must fully be made up Crimson Fists models, and you gain an extra command point if that is the only detachment in your army. In addition, units with the Primaris Keyword may never be included in the same detachment as Xander.

Aggressive Shielding
Xander likes to modify his armour, much to many a Techpriest's concern. One such example is where his Iron Halo is located. Instead of behind the head giving general protection, Xander's is located in the left arm, which is what he leads with when charging into combat. Due to this, it can easily throw off enemy fire as he approaches, but can have repercussions if he doesn't deal with his targets quickly.
Xander may not be targeted for Overwatch if he declared a charge 9" or less away. However, if he stays within an inch of an enemy for more than 2 player turns (aka your next turn) his 4+ Invuln becomes 5+.

So that's about it. I've tried to balance his high points with equivalent lows, while mixing in his some of his fluff. The idea for his weapon and character in general is to charge into a large group of chaff enemies with a squad and wipe them out quickly or else he'll begin to suffer. I've seen many custom characters become godly and plain OP, which I don't want for this guy. I'm open to ideas for points since I'm not 100% on points yet for 8th. Cheers!

This message was edited 1 time. Last update was at 2017/07/28 20:08:08


If you can't believe in yourself, believe in me! Believe in the Dakka who believes in you!  
   
Made in au
Regular Dakkanaut




Here are some concept characters I came up with. Enjoy.

NEW ENTRIES
Aeonic Orb (based off of the unit from DoW:SS UA mod)
Spoiler:
M* WS6+ BS* S8 T8 W30 A3 LD10 SV3+

Orb Integrity Max: Wounds 16-30, Movement 8"
Orb Integrity Half: Wounds 8-15, Movement 7"
Orb Integrity Critical: Wounds 1-7, Movement 6"

Weapons
Particle Whip: 24", Heavy 6, S8, AP-2, Damage D3
Solar Annihilator
(Focused Beam): 72", Macro 6, S18, AP-5, Damage 6, Successful wounds are treated as mortal wounds.
(Spread Beam): 36", Heavy 3D6, S9, AP-3, Damage 3, This weapon automatically hits all models in range; friend or foe.

Abilities
Living Metal, Flying Fortress, Hovering, Death Descending, Quantum Shielding (see Index: Xenos)
Containment Field: Aeonic Orb has a 5+ invulnerable save.
Solar Collapse: If this model is reduced to 0 wounds, roll a D6 before removing it from play. On a 3+ it violently implodes and then explodes, and each unit within 24" suffers D6 mortal wounds.

Keywords: VEHICLE, FLY, TITANIC, AEONIC ORB


Cogitemus the Exterminator (name is apparently Latin for "killer")
Spoiler:
M5" WS2+ BS2+ S4 T4 W6 A4 LD10 SV2+/4++

Weapons
Eryxia Bolter: 24", Rapid Fire 2, S4, AP0, Damage 1, This weapon can use Special Issue Ammunition.
Mastercrafted Xenophase Blade: Melee, S User, AP-3, Damage 2, Enemy models must re-roll successful invulnerable saves.

Abilities
ATSKNF
Teleport Strike
Crux Terminatus
Iron Halo
Special Issue Ammunition
Rites of Extermination: Cogitemus can re-roll failed hit rolls against enemy ORKS, AELDARI, TAU, TYRANIDS, and NECRONS.


PREVIOUS ENTRIES

Supreme Commander Adamas
Spoiler:
M10" WS2+ BS2+ S5 T5 W6 A5 LD10 SV2+

Weapons
Dimensional Blade: Melee, S+1, AP-4, Damage 1, Enemy must re-roll successful inv saves, wound rolls of 6 inflict 1 mortal wound as well as normal damage.

Abilities
Warframe Armour: 3+ inv save, heal d3 lost wounds at the start of every controlling player turn.
ATSKNF, Jump Pack Assault, Meteoric Descent, Crushing Charge (see main rulebook and/or Index: Imperium 1).
Tactical Supremacy: Adamas and all friendly CHAPTER units within 12" can re-roll failed hit and wound rolls.
Heroic Inspiration: Adamas automatically passes Morale tests, and all friendly CHAPTER units within 6" can re-roll failed Morale tests.

Warlord Trait: Tenacious Survivor (ignores unsaved wounds on a d6 roll of 6).


Warpsmith Honsou
Spoiler:
M6" WS2+ BS2+ S4 T4 W5 A4 LD10 SV2+

Weapons
Siegebreaker Axe: Melee, S+2, AP-4, Damage 2, when attacking with this weapon you must subtract 1 from the hit roll.
Plasma Blaster: 18", Assault D3, S7, AP-3, Damage 1.
Mechaserpent Nest: Melee, S User, AP-1, Damage 1, Each time the bearer fights it can make D6 additional attacks.
Frag and Krak Grenades

Abilities
Death to the False Emperor, Master of Mechanisms (See Index: Chaos).
Iron Within Iron Without: Honsou ignores unsaved wounds on a D6 roll of 6.
Blood Feud: If Honsou is in close-combat with IMPERIAL FISTS, his DttFE ability works on a 5+ instead of 6+.


Champion Prideron
Spoiler:
M7" WS2+ BS3+ S4 T4 W5 A5 LD9 SV2+

Weapons
Blissgiver: Melee, S User, AP-3, Damage 1, Wound rolls of 6 are resolved at AP-4 and Damage 2, failed wound rolls can be re-rolled.
Vexator Pistol: 12", Pistol D6, S4, AP-1, Damage 1, Enemy models cannot get the benefits of cover against wounds from this weapon.
Frag and Krak Grenades

Abilities
Death to the False Emperor (see Index: Chaos)
Sigil of Corruption: Prideron has a 4+ inv save.
Fueled by Sensation: If Prideron is slain in the Fight phase, he can make a single Attack after the enemy has made their attacks, before being removed as a casualty.
Quicksilver Swiftness: Prideron always attacks first in the Fight phase, even if he did not charge.


The Nameless
Spoiler:
M6" WS2+ BS2+ S4 T4 W5 A4 LD9 SV2+

Weapons
Hydra's Bite: 24", Rapid Fire D6, S5, AP-4, Damage 1, Wounds enemy INFANTRY on a 2+, enemy units cannot gain the benefits of cover against this weapon.
Hydra's Talon: Melee, S User, AP-2, Damage 1, Hit rolls of 6 make an additional attack, wound rolls of 6 inflict a mortal wound instead of normal damage.
Frag and Krak Grenades

Abilities
Death to the False Emperor (see Index: Chaos)
Infiltrator: Nameless can be deployed anywhere that is outside 9" of any enemy models.
Many Heads: If Nameless is slain, select another friendly ALPHA LEGION CHARACTER to be slain instead. Place Nameless within 1" of the chosen model's last position.


Harbinger of Chaos
Spoiler:
M6" WS2+ BS3+ S4 T4 W4 A4 LD10 SV2+

Weapons
The Cursed Crozius: Melee, S+2, AP-3, Damage D3
Black Sun: 12", Pistol 1, S8, AP-3, Damage 2, On a hit roll of 1, the bearer suffers a mortal wound after shots have been resolved.
Frag and Krak Grenades

Abilities
Death to the False Emperor, Dark Zealotry, Demagouge (see Index: Chaos).
Bane of Men: The Harbinger of Chaos can re-roll failed hit and wound rolls against enemy IMPERIUM units.
Crown of the Blasphemer: The Harbinger of Chaos has a 4+ in save.
Ichor Blood: Enemy models that successfully wound The Harbinger of Chaos in the Fight phase suffer an automatic wound resolved at S3 AP-2 Damage 1.

Psyker: The Harbinger of Chaos can manifest two powers and deny one power during each respective psychic phase. It knows the Smite power and all powers from the Dark Hereticus discipline.


Warboss Gror'gash
Spoiler:
M4" WS2+ BS5+ S6 T5 W7 A4 LD10 SV2+

Weapons
Supa Mega Choppa: Melee, S User, AP-3, Damage 3, wound rolls of 6 are resolved at Sx2 AP-5 Damage 6.

Abilities
'Ere We Go, Mob Rule (see the Index with Orks in it).
Savage Waaagh (see Ghazghkull Thraka's entry for Great Waaagh!)
Ruthless Rule (see Ghazghkull Thraka's entry for The Boss is Watching)
Terrifying Aura: Enemy units taking a Morale test within 6" of Gror'gash add 1 to the result.
Kustom Force Armour: Gror'gash has a 5+ inv save.


Kaosboy Gul'dah <- newly added, inspired by Gul'dan from Warcraft franchise
Spoiler:
M5" WS3+ BS3+ S4 T4 W4 A3 LD10 SV5+

Weapons
Corrupted Staff: Melee, S+2, AP-2, Damage 3, The range of Smite becomes 30" instead of 18".

Abilities
Daemonic, Daemonic Ritual, Ephemeral Form, Disgustingly Resilient, Unstoppable Ferocity, Quicksilver Swiftness (see Index: Chaos).
Outcast Exile: Gul'dah cannot be part of an ORK army. Additionally, enemy ORK models can re-roll failed hit rolls made against Gul'dah.
Daemonic Waaagh: Friendly CHAOS DAEMON units within 6" of this model can use its Leadership when taking Morale tests. Daemonic Allegiance does not matter.
Darkness Incarnate: Subtract 1 from the Leadership of enemy units that are within 12" of Gul'dah in the Morale phase.

Psyker: Gul'dah can manifest 3 powers and deny 1 power in the respective psychic phases. He knows the Smite power as well as all 3 powers from the Tzeentch, Nurgle, and Slaanesh disciplines.

This message was edited 3 times. Last update was at 2017/07/31 05:34:45


 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Do you have points for any of those guys?

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in au
Regular Dakkanaut




 JNAProductions wrote:
Do you have points for any of those guys?


I don't sorry. I've never been good at judging points values. By all means go ahead if you're able.
   
Made in gb
Potent Possessed Daemonvessel





Why Aye Ya Canny Dakkanaughts!

Supreme Commander Adamas
-200pts --> Mobile, has a 2+/3++, S/T5, forces enemies to re-roll invul at -5AP and at S6? That is very, very good.
Warpsmith Honsou
-125pts --> A buffed up Warpsmith.
Champion Prideron
-110pts --> Lucius without his dueler's ability but a proper save this time.
The Nameless
-115pts --> Not very killy but infiltrate and anti-warlord kill is quite good.
Harbinger of Chaos
-120pts --> Sorceror mixed with an Apostle and buffed up.
Warboss Gror'gash
-240pts --> Basically a Ghazz alternative.
Kaosboy Gul'dah
-110pts --> All the Heralds spliced together.

Ghorros wrote:
The moral of the story: Don't park your Imperial Knight in a field of Gretchin carrying power tools.
 Marmatag wrote:
All the while, my opponent is furious, throwing his codex on the floor, trying to slash his wrists with safety scissors.
 
   
Made in de
Regular Dakkanaut





Boss Grakmak the Fat
Spoiler:

110 points - Elite choice

B 4, WS 3+, BS 4+*, S5, T5, W7, A3, Ld8, Sv 5+

Grakmak is equipped with a Big Choppa and a Twin Big-Shoota which is operated by a grot sitting on his massive back. Grakmak is too busy yelling commands and smacking heads together to fire at anything himself....

Rules:
Ere we go
Mob rule

Gann thad daon!
By using his grot as a primitive target marker, Grakmak can establish something vaguely resembling fire discipline among the orks close by. Any friendly ORK unit within 6 inches of Grakmak can reroll failed hit rolls of 1 and 2 in the shooting phase if they fire at the same unit Grakmak has fired at this shooting phase.

Really fat
When Grakmak would lose a wound, roll a d6. On a 6+ the wound is not lost.


   
Made in au
Regular Dakkanaut




 mrhappyface wrote:
Supreme Commander Adamas
-200pts --> Mobile, has a 2+/3++, S/T5, forces enemies to re-roll invul at -5AP and at S6? That is very, very good.


I changed the weapon to AP-4. Before 8th edition, it was to be a combination of that weapon and a Paragon Blade; breaking through all defenses and possibly insta-killing the target.

A Deathwatch character this time UPDATE: Moved to my original post!

This message was edited 2 times. Last update was at 2017/07/31 05:01:15


 
   
 
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