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Made in us
Fireknife Shas'el





United States

purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

McNinja wrote:
purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.

On a single T4 model without Eternal warrior and only in CC?
It's powerful but has serious limitations...
It also doesn't cause instant death so you will still need to wound others properly...

This message was edited 1 time. Last update was at 2012/05/04 01:40:51


Dakka Bingo! By Ouze
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"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

Reroll invulnerable saves would be the best I'd ever allow. Ignoring them on a melee weapon is pretty crazy.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

felixander wrote:Reroll invulnerable saves would be the best I'd ever allow. Ignoring them on a melee weapon is pretty crazy.

Necron warscythes can do it IIRC.

This message was edited 1 time. Last update was at 2012/05/04 01:47:42


Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in us
Fireknife Shas'el





United States

felixander wrote:Reroll invulnerable saves would be the best I'd ever allow. Ignoring them on a melee weapon is pretty crazy.
nah. Old callidus assassins used to have C'tan phase swords that ignored invuln saves.

purplefood wrote:
felixander wrote:Reroll invulnerable saves would be the best I'd ever allow. Ignoring them on a melee weapon is pretty crazy.

Necron warscythes can do it IIRC.
nope. Just ignores armor saves.

purplefood wrote:
McNinja wrote:
purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels
Spoiler:


WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold t
Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.
the problem is that his weapon ignores everything that could keep an opponent alive. That is not good, and taking away ever-living and rp is just insanely powerful.

On a single T4 model without Eternal warrior and only in CC?
It's powerful but has serious limitations...
It also doesn't cause instant death so you will still need to wound others properly...
buuuut you take away thing one thing that makes Necrons necrons (aside from I2 and being robots). So while, no, it isn't all that powerful, and the character is still prone to death, it's still an insane feat/ability to give to a weapon. How is the Deathfoe able to interrupt the reanimation protocols or ever-living? The necrons abilities aren't magic, they're extremely high tech, and can't be overcome by sime random weapon.
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

McNinja wrote:
felixander wrote:Reroll invulnerable saves would be the best I'd ever allow. Ignoring them on a melee weapon is pretty crazy.
nah. Old callidus assassins used to have C'tan phase swords that ignored invuln saves.


USED TO is the key part. They got fixed.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in ca
Focused Fire Warrior






Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.

WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++

Rules:

Stubborn, Eternal warrior, Blademaster.

Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.

Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.

Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++

Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.

Equipment: Shield generator, honour blade, photon grenades, pulse pistol.

85 points.
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

I'm slightly ignorant about a lot that the Tau Codex has. But I think that being able to give a Kroot blob furious charge would be sweet. He's a pretty strong Melee character but I think he might be undercosted but once again I'm unfamiliar with Tau. Good to see something with some melee toughness for them either way haha

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
Gore-Soaked Lunatic Witchhunter







Saris Revant
Inquisitor, Ordo Hereticus

Points: 145
WS 4, BS 5, S 3, T 3, W 3, I 4, A 3, Ld 10, Sv 4+/4++
Unit: Infantry, 1, Unique
Equipment: Needle Pistol (12", S 3, AP 2, Pistol, Poisoned (2+)), Carapace Armor, Rosarius, Frag Grenades, Krak Grenades, Psyk-Out Grenades
Special Rules: Independent Character, Stubborn, Pistolier, Renegade, We Haven't Come This Far...

Pistolier: Inquisitor Revant is an accomplished marksman. He is treated as being armed with a power weapon in close combat, and he may chose to fire his pistol in the following ways:
As normal per the Pistol rules
Fire out to 18" and reroll any misses, but he may not move before he does so and may not assault afterwards
Fire two shots out to 12", but he may not assault afterwards
Renegade: Inquisitor Revant leads a splinter force of Grey Knights and Inquisitorial troops hiding from the authority of the High Lords of Terra. As such, the following organizational changes are made to his army:
You may not take any of the following: Land Raider, Nemesis Dreadknight, Venerable Dreadnaught, Grey Knight Grand Master, any named Special Character
The following become 0-1: Purifiers, Paladins, Dreadnaughts, Stormravens
Inquisitorial Henchmen Warbands may be taken as Troops, but if so they must include at least five Warrior Acolyte models before any other models may be taken. Inquisitorial Henchmen Warbands taken as Elites are unchanged.
You may take Valkyries from Codex: Imperial Guard as Dedicated Transports for Inquisitorial Henchmen Warbands.
We Haven't Come This Far... : Revant does not allow himself or his men to be halted by petty misfortune. You may reroll one die of any kind per player turn (once in your turn, once in your opponent's), this one die may be part of a larger set (one of the two for penetrating armor with a melta weapon, for instance), the result of the reroll stands even if it would be worse.

This guy started out as the villain of a campaign of Inquisitor I GMed once using 28mm figures (he was a renegade working with a small group of Grey Knights who accused Draigo of daemonic posession and were forced to flee when their attempted coup failed, the Inquisition sent out a couple of other Inquisitors after him), my players liked him so much he came back for two sequels and got his own Grey Knights army with the new Codex. The model at the moment is treated as an Ordo Xenos Inquisitor, 'cause Ordo Hereticus Inquisitors aren't permitted Needle Pistols and that's the gun he was famed for using. The Pistolier rule is adapted from the old Cypher rules to feature a fellow with only one pistol, the Renegade rule is intended firstly to reflect that he's a renegade on the run and without access to the Inquisition's heavy guns and secondly because I've got a couple of Valkyries I wanted to do something with, and this seemed as good a choice as any.

This message was edited 1 time. Last update was at 2012/05/04 05:19:44


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
Rampaging Reaver Titan Princeps





On your roof with a laptop

Artemis Deathsyph has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.



Artemis Deathsyph 140 pts


Ws: 5 BS: 5 s: 4 t: 4 w: 3 i: 5 a: 4 LD: 10 sv: 3+

Artemis is an HQ choice for a chaos space marine army.

Unit type: infantry.

Weapons and wargear: power armour, frag and krak grenades, Gorebolt (Master-crafted bolt pistol).

Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.


SPECIAL RULES: independent character.

Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.

UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.



Feedback appreciated!

This message was edited 1 time. Last update was at 2012/05/04 07:04:03


This is a signature. It contains words of an important or meaningful nature. 
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

I'm sorry I can't offer much advice on the Inquisitor but he looks interesting!

TheRobotLol wrote:Artemis Deathsyph
Spoiler:
has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.



Artemis Deathsyph 140 pts


Ws: 5 BS: 5 s: 4 t: 4 w: 3 i: 5 a: 4 LD: 10 sv: 3+

Artemis is an elite choice for a chaos space marine army.

Unit type: infantry.

Weapons and wargear: power armour, frag and krag grenades, Gorebolt (Master-crafted bolt pistol).

Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.


SPECIAL RULES: independent character.

Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.

UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.

Feedback appreciated!


So he's got the stats of a Chaos Lord (-1 WS + 1 A) so I'd say base 90 like a lord. +2 S weapon that has rending (+10-15 points), Infiltrate, Counter Attack, and Fleet (+15 points), Unholy Zeal (+10-20 points. Reroll bubble bubble is pretty awesome in a Khorne army!). So I'd say points are about on with a few questions.

#1 why is he an Elites choice? He's a special IC with the same stats as a Chaos Lord... he should be an HQ choice, no matter how badly you want to pair him with Daemon Prince shenanigans!
#2 Does Master of Disguise benefit his squad? If so he is VERY powerful and undercosted.
#3 What are Krag grenades ;D

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Rampaging Reaver Titan Princeps





On your roof with a laptop

Thanks a lot for the Feedback, I have made a couple of changes. And no, master of disguise does not affect his squad.

EDIT: Oh, and do you think I should keep unholy zeal as it is, or change it?

This message was edited 1 time. Last update was at 2012/05/04 07:06:54


This is a signature. It contains words of an important or meaningful nature. 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.


I hate it when people say give him EW. Anyway, seems balanced to run at maybe 250-275pts?

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?
 
   
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:
purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.


I hate it when people say give him EW. Anyway, seems balanced to run at maybe 250-275pts?

Seems about right, his gimmick makes him look much better than he actually is.

Anyway, I'll post up another Slaugth character soon. Probably going to be a shooty guy.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in au
Regular Dakkanaut




THE SPYDERMANCER (260 pts?? - I'm not good at points costs, sorry)

WS4 BS4 S6 T6 W2 I2 A3 LD10 SV3+
Unit Type: Monstrous Creature (Character)

Wargear: Abyssal Staff, Nightmare Shroud, Gloom Prism
Special Rules: IC, Fearless, Ever-Living, Reanimation Protocols

"A Cryptek with the lower-half of a Canoptek Spyder. The bane of psychic powers, he induces terror into those around him."
   
Made in au
[MOD]
Not as Good as a Minion






Brisbane

@Neo, I don't think there are many IC monstrous creatures...the only one that I can think of is the swarmlord? Is he an IC? Perhaps have him limited to royal courts and tomb spider units as what he can join?

I wish I had time for all the game systems I own, let alone want to own... 
   
Made in gb
Fixture of Dakka






Dorset, Southern England

motyak wrote:@Neo, I don't think there are many IC monstrous creatures...the only one that I can think of is the swarmlord? Is he an IC? Perhaps have him limited to royal courts and tomb spider units as what he can join?


There aren't any, mainly because it'd break the game as you could mask them from enemies like PK Nobz, but worse.

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?
 
   
Made in gb
Courageous Space Marine Captain






Glasgow, Scotland

MCs who are also.ICs inside units can always be picked out in shooting and CC.

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Made in ca
Focused Fire Warrior






felixander wrote:I'm slightly ignorant about a lot that the Tau Codex has. But I think that being able to give a Kroot blob furious charge would be sweet. He's a pretty strong Melee character but I think he might be undercosted but once again I'm unfamiliar with Tau. Good to see something with some melee toughness for them either way haha


That's what I was thinking when I made him, not to have him be an amazing character himself, but to give a strong buff...this way, you can have S5 kroot on the charge, or crisis suits that punch as hard as non-CCW dreads etc.

And he seems undercosted because I forgot to include the standard ethereal rules:

Inspiring presence: Any unit he joins is fearless, and morale test may be re-rolled with a LoS to him.

Price of Failure: Every tau unit on the table takes a morale test when he dies, and gets preferred enemy after that.

Also, I think EW was a bit unnecessary, ignore that.
   
Made in za
Fixture of Dakka




Temple Prime

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: ???

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 3+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. Additionally, it grants two rather than one extra attacks on the charge and counts as a power weapon.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus armour save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP Mindless, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+. As this pistol has it's own blade and can easily be wielded as a melee weapon, it allows for two extra attacks.

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, acute senses, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.

Overview: If you've noticed that his powers are geared towards breaking tarpits and snatching objectives, good for you, you're paying attention. He gains a massive number of attacks for dealing large amounts of damage, but is also heavily reliant on chance, with a double six being really awesome and a double one being very, very bad for you.

This message was edited 14 times. Last update was at 2012/05/19 17:25:54


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ichor-Dripping Talos Monstrosity






I'd be leaning towards at least 3-400pts for that...

   
Made in gb
Fixture of Dakka






Dorset, Southern England

Deadshot wrote:MCs who are also ICs inside units can always be picked out in shooting and CC.


But there aren't any, so that's kind of impossible to enforce.

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?
 
   
Made in ca
Focused Fire Warrior






BlapBlapBlap wrote:
Deadshot wrote:MCs who are also ICs inside units can always be picked out in shooting and CC.


But there aren't any, so that's kind of impossible to enforce.


There might be a few gargantuan creatures who are though...
   
Made in us
Liche Priest Hierophant






In't the Swarmlord one?

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Fireknife Shas'el





United States

Anvildude wrote:In't the Swarmlord one?
NOPE. I htought he would be, but no. Nor are there any in the Daemons codex. Its wierd... why wouldn't MCs be ICs as well? Too powerful?
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

McNinja wrote:
Anvildude wrote:In't the Swarmlord one?
NOPE. I htought he would be, but no. Nor are there any in the Daemons codex. Its wierd... why wouldn't MCs be ICs as well? Too powerful?

IC doesn't give you much...
MC is where the extra rules are...

Dakka Bingo! By Ouze
"You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry. 
   
Made in ie
Mutated Chosen Chaos Marine





TheRobotLol wrote:Artemis Deathsyph
Spoiler:
has lived a very long and deadly life. He was a captain of the dreaded Alpha legion, who was always more blood-thirsty than his more subtle kin, and eventually turned towards Khorne. Artemis was one of the last Alpha legion to turn renegade, and only turned to Khorne and chaos after butchering hundreds of his corrupted kin. Although he has long since turned to Khorne, he still possesses all of the skills of disguise and subterfuge he knew whilst in the Alpha legion. In recent centuries, Artemis has become a mercenary, aiding various renegade warbands around the galaxy in return for riches, slaves, soldiers, technology. Whatever he sees fit.



Artemis Deathsyph 140 pts


Ws: 5 BS: 5 s: 4 t: 4 w: 3 i: 5 a: 4 LD: 10 sv: 3+

Artemis is an HQ choice for a chaos space marine army.

Unit type: infantry.

Weapons and wargear: power armour, frag and krak grenades, Gorebolt (Master-crafted bolt pistol).

Bloodhunter: This chainaxe is an ancient weapon from the time of the heresy. It is adept at tearing its foes limb from limb. Artemis’ attacks in close combat count as rending and are made at strength 6.


SPECIAL RULES: independent character.

Master of disguise: Artemis has served the Alpha legion for several millennia, and has learnt much from his time serving with them. Artemis has the infiltrate, counter attack and fleet special rules.

UNHOLY ZEAL: Due to his incredibly long time as a traitor lord, Artemis commands great respect amongst his fellow renegades, and they become infused with incredible power and rage when he is nearby. Artemis and all friendly units within 6” of him can reroll all failed rolls to hit on a player turn in which they assault.




Feedback appreciated!

I'll start by saying that fluff doesn't really make sense. The AL all turned at once because of how they did it, and they all turned, there were no loyalists ever mentioned for any amount of time. As a Khorne character, he should probably have a slightly higher WS. From an out of game perspective, I'm not sure how well being a master of disguise with unstoppable rage works.

Arguing with some people is like playing chess with a pigeon. You can play the best chess in the world, but at the end of the day the pigeon will still knock all the pieces off the board and then gak all over it. 
   
Made in us
Liche Priest Hierophant






It probably works about as well as being a sneaky Ork.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in za
Fixture of Dakka




Temple Prime

Okay, I've edited Dem'Orcus a bit so that the zombies are less unbalanced, with them all pretty much dying if he falls, and a chance to blow himself up and the entire deathstar you pack him in with his own weapon.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Bounding Black Templar Assault Marine





United Kingdom

Khaldun the Undying, Sorcerer lord of the Scholars.

Khaldun was once a member of the Thousand Sons legion during the Horus Heresy, and was a member of Ahriman's cabal when he cast the Rubric. Since his exile, he has wandered the galaxy, perfecting his techniques at manipulation of the minds of lesser creatures. He is known to be able to reach into a man's soul, find the trailing thread of a single weakness, and unravel the man's entire soul with one short, sharp tug. He has been able to indoctrinate Chaos servants from other warbands and legions to serve his own. This warband is known as the Scholars, and is made up of worshippers from all the four Chaos Gods. However, only the Council of the Nine, the cabal of nine Sorcerers leading the warband, have the capacity to choose their paths, for the lesser servants have been psychologically manipulated to the point where they may never disobey an order given by a member of this cabal. This essentially make's Khaldun's warband an army of slaves, oblivious to the unbreakable hold he has placed on them.

WS 5
BS 5
S 4
T 4
W 3
I 5
A 3
Ld 10
Sv 3+ (4++)

Wargear:
Liber Entropicus
Mark of Tzeentch (included)
Staff of Khaldun
Psychic Bolt

Liber Entropicus: A tome written by the sorcerer himself, it contains all his sorcerous knowledge. To prevent anyone stealing his knowledge however, the pages themself warp and blur constantly to other's eyes, which can drive even the most sane man into the irreversible depths of madness. The Liber Entropicus grants the ability for Khaldun to read a passage of the book to the enemy as he charges into battle. When he charges, he may nominate D6 enemy models. These models have their initiative reduced to 1 for the remainder of the Assault Phase, as their minds try to desparately comprehend the knowledge they have just been told. At the end of the combat, if the models survived, those models (not the unit as a whole) must take a leadership test. If it fails, then they instantly suffer a wound, with no saves allowed.

Staff of Khaldun: The staff that has been his weapon for over 10,000 years, a force weapon that allows Khaldun to cast up to three Psychic powers per turn.

Psychic Bolt: A lethal blast of warp energy directed at his foes. Due to being such a simple power, casting this power requires no Psychic test, as Khaldun has long ago mastered such mundane abilities. It is technically not a psychic power, counting instead as a ranged weapon. Can be fired wih the following profile:
Range 12"
Strength 4
AP 4
Assault 2

Special Rules:
Fearless
Master of the Warp
Independent Character

Master of the Warp: When Khaldun suffers Perils of the Warp, he may use his armour save. This does not need to be rerolled if it is successful. If a psychic hood is used against Khaldun, the enemy psyker must reroll their leadership dice if it is better than Khaldun's.

Psychic Powers:
Khaldun knows all pyschic powers available to Chaos Space Marine Sorcerers, plus the following power.

Deafening Silence:
Khaldun projects an aura around himself, causing enemies to lose concentration and ignore the orders of their superiors.
All enemy units within 12" of Khaldun may not benefit ftom any positive leadership modifiers. This is a passive ability and is active at all times, meaning no Psychic test is required. In addition, once per game, Khaldun may "activate" this power further. Take a Pyschic Test on 2D6 + 1D3. If successful, all enemy units within 18" suffer -1WS, -1BS and -1Ld for the rest of the game.

This message was edited 4 times. Last update was at 2012/05/05 14:44:40


purplefood wrote:Dante wears nipple armour and thus is exculded from coolness competitions.

Chaos - The Scholars - 1 Wins, 0 Draws, 2 Losses
3000pts - Hell Guard
2000pts - The Scholars 
   
 
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