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Made in ca
Poisonous Kroot Headhunter





Hey everyone. So my friends and I are working on building a massive campaign and one of the things we're doing is creating a dozen characters to be used throughout it (and who will have to be replaced with standard out of the box HQ choices if they die.) I've put together this list and I'm trying to make them powerful, but fair and I'd like your thoughts on it. Is something over/under costed, is there some crazy rule interaction that could mess things up? I'm playing my Custom Space Marine Chapter the Void Rangers, and I've listed any relevant extra rules at the bottom (custom Litanies and Psychic tables.) My custom chapter certainly does a few things very differently from standard chapters, so I don't really need lore advise or anything, (I could explain it all given time) I'm mostly just looking for gameplay advise. So yeah, if you've got some free time, I'd love to hear your thoughts on if these sound fun to play, but most importantly, NOT unfun to play against as well as any suggestions or tweaks that may be needed. Thanks.

Chapter Master Riordan Vance
Points: 160 M: 6” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 10 Sv: 2+
Master Crafted Relic Blade, Master Crafted Combi-Plasma Gun, Grenades, Angelic Armor (Stats included above).
Master Crafted Relic Blade: Range: Melee Type: Melee, S: +3 AP: -3 D: 3 Special: -
Master Crafted Combi Boltgun: Range: 24” Type: Rapid Fire 1 S: 4 AP: -1 D: 1 Special: -
Master Crafted Combi Plasma: Range: 24” Type: Rapid Fire 1 S: 8 AP: -4 D: 2 Special: -
Angels of Death, Iron Halo, Rites of Battle, Chapter Master
WT - Inspiring Commander: Void Ranger units within 12” may use Riordan’s Ld in place of their own.
Burden of the Void: If a Void Ranger model within 6” has been slain this phase, Riordan may re-roll hit and wound rolls.
None Shall Fall This Day!: Once per game, during the fight phase, Riordan may use this ability. Until the end of this phase, he gains: 3+ invulnerable save, takes -1 damage, and ignores damage on a 5+. All enemy units must select him as the target of their attack if able. Riordan may not attack the phase he uses this ability and may not use this ability if he has already attacked.

With Riordan, I was going for an idea of both players having to think tactically about when exactly they want to fight with/against him. Both his abilities either actively or passively enable him to protect any allies he is with, while making you think if you should attack first to try and reduce enemy damage, or to attack last and possibly get the re-roll buff if your opponent still tries to pick off supporting units instead.

First Captain Aldis Barov
Points: 140 M: 5” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 2+
Master Crafted Storm Bolter, Phase Sword, Terminator Armor
Master Crafted Storm Bolter: Range: 24: Type: Rapid Fire 2 S: 4 AP: -1 D: 2 Special: -
Phase Sword: Range: Melee, Type: Melee, S: User AP: -3 D: 2 Special: Attacks ignore Invulnerable saves.
Angels of Death, Teleport Strike, Iron Halo, Rites of Battle.
WT – Stalwart: Unmodified wound rolls of 1 and 2 always fail against Barov.
Close Quarters Specialist: Captain Barov may re-roll hit and wound rolls in melee so long as he is wholly within terrain. In addition, melee attacks against him are -1 to hit while he is wholly within terrain.

For Barov, I wanted a character whose specialty was teleport striking onto space hulks or into enemy fortifications and critical points. He’s a beast in terrain but catch him out in the open and suddenly his strength 4 attacks don’t seem so impressive, even with all that extra text.

Second Captain Arvon Rondax
Points: 135 M: 6” WS: 2+ BS: 3+ S: 4 T: 4 W: 6 A: 5 Ld: 9 SV: 2+
Bolt Pistol, Justice & Wrath, Grenades, Artificer Armor (Stat included above.)
Justice: Range: Melee Type: Melee S: +1 AP: -3 D: 2 Abilities: If this is your second attack, you may re-roll wound rolls of 1.
Wrath: Rage: Melee Type: Melee S: +3 AP: -1 D: 2 Abilities: If this is your second attack, you may re-roll wound rolls of 1.
Angels of Death, Iron Halo, Rites of Battle.
WT – Hungry for Battle: At the start of your movement phase, all Void Rangers within 6” gain +1 to advance rolls. At the start of your charge phase, all Void Rangers within 6” gain +1 to charge rolls.
Duality of Death: If Rondax slays a model with either Justice or Wrath, he may immediately make a second attack with the other weapon. This attack may not generate further attacks.
Bloodied, but Unbroken: Rondax ignores damage on a 5+.

With Rondax, I wanted a melee powerhouse, but one that wasn’t simply just go attack things. Selecting which weapon to use for the task to try to generate that extra attack is important. Also, I templated Hungry for Battle the way I did so that Rondax could advance or charge without his allies losing the buff, this gives him the feel of always wanting to be the first into the fray. His BS of 3+ is just a little extra nod to him not caring about shooting at all.

Third Captain Xander Delaque
Points: 130 M: 6” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 6 Ld: 9 Sv: 2+
Master Crafted Heavy Bolt Pistol, Charnabal Broadsword, Grenades, Relic Shield. (Stat included above.)
Charnabal Broadsword: Range: Melee Type: Melee S: +3 AP: -2 D: 3 Abilities: -
Master Crafted Heavy Bolt Pistol: Range: 12” Type: Pistol 1 S: 4 AP: -2 D: 2 Special: -
Angels of Death, Iron Halo, Rites of Battle.
WT – The Imperium’s Sword.
Master Duelist: Melee attacks against Delaque are -1 to hit.
Glorious Vicory: If Delaque slays the opposing warlord, gain D3 Command Points.

For Delaque, I wanted a simple duelist who, while strong, was not overly flashy.

Fourth Captain Oron Hossen
Points: 145 M: 5” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 9 Sv: 3+
Siege Gauntlets, Master Crafted Power Sword, Gravis Armor (Included Above).
Siege Gauntlets (Shooting): Range: 12” Type: Pistol 4 S: 4 AP: -1 D: 1 Special: -
Siege Gauntlets (Melee): Range: Melee, Type: Melee S: 6+ AP: -3 D: D3+1 Special: Attacks are -1 to hit. Attacks deal 4 Damage to Vehicle and Fortification units instead of D3+1.
Angels of Death, Iron Halo.
Rites of Siege (Replaces Rites of Battle): While friendly Void Ranger Vehicles or Heavy Support <Core> units are within 6” of Hossen, they may re-roll hit rolls of 1.
WT – Iron Resolve (Included Above)
Siege Master: At the start of your Command Phase, if you were in Devastator Doctrine last turn, you may choose to remain in Devastator Doctrine this turn.
Your Walls Cannot Save You: At the beginning of your Command Phase, select 1 piece of terrain visible to Hossen. Enemy units within do not gain the benefit of cover against Void Ranger attacks until your next Command Phase.

With Hossen, I obviously went for a master of siege warfare. I think the exchange of Rites of Battle for Rites of Siege would more-less be even if it wasn’t for the Siege Master ability as well. I ramped up his points to compensate, but I still feel like I may have under costed him. As for Siege Master itself, the intent was that you could stay in Devastator Doctrine for as long as you want, but once you choose to leave it, you can’t go back.

Fifth Captain Azrek Atal
Points: 145 M: 5” WS: 2+ BS: 2+ S: 4 T: 4 W: 5 A: 4 Ld: 9 Sv: 2+
Prototype Inversion Storm Bolter, Force Axe, Terminator Armor (Included Above).
Prototype Inversion Storm Bolter: Range: 24” Type: Rapid Fire 2 S: 4+* AP: * D: 1+* Special: Invulnerable saves cannot be taken against this weapon. When firing at a unit that would normally have an invulnerable save, increase this weapons S and D by half that value and it’s AP by the full value, rounded down. Example: A negated Invul of 5+ would be S: 5 AP -2 D: 2. Whereas 4+ would be S: 5 AP -3 D: 2.
Angels of Death, Teleport Strike, Rites of Battle, Iron Halo, Psychic Hood.
Captain Atal knows the Smite power and 2 powers form the Void Discipline. He may attempt to deny one psychic power per turn.
WT – Knowledge Is Power: Atal gets +1 to Psychic tests and Deny the Witch rolls.
Visions of the True Primarch: Before the first turn begins, you may move any number of Void Ranger units up to their maximum movement characteristic, so long as they remain within their original deployment parameters. Captain Atal and up to one unit of Terminators may Deep Strike on any of your movement phases regardless of scenario rules, so long as the set up within 3” of each other.

For Atal, I wanted to show some of the uniqueness of the Void Rangers, the Captain of the fifth has traditionally always been a psyker. I took a spin at going a little outside the box with designing his Storm Bolter too. While it sounds really good for sniping characters, it does not ignore Look Out Sir! like most do. I’m hoping that will balance it out.

Sixth Captain Tandred Arghast
Points: 130 M: 6” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 10 Sv: 2+
Penance, The Luna Claw, Grenades, Artificer Armor (Included above.)
Penance (Normal): Range: 12” Type: Pistol 1 S: 8 AP: -3 D: 2 Special: -
Penance (Overcharged): Range: 12” Type: Pistol D6 S: 8 AP: -3 D: 2 Special: You may not re-roll hit rolls when firing in this mode. Any hits of 1 inflict D2 mortal wounds to Arghast.
The Luna Claw: Range: Melee Type: Melee S: +1 AP: -3 D: 1 Special: You may re-roll failed wounds against Infantry. Wound rolls of 6 cause an additional Mortal Wound.
Angels of Death, Iron Halo, Rites of Battle.
WT – Lightning Assault: Void Ranger units in Arghast’s Detachment may re-roll charge rolls on the turn they disembarked from a vehicle.
Precision Drop Tactics: Drop Pods may deploy Void Ranger units more than 7” away from enemy units rather than more than 9”.
Unstoppable Assault: Void Ranger units within 12” of Arghast auto pass morale tests if they charged this turn.

So, with Arghast, I wanted a Captain that had some kind of Special rule that didn’t make Drop Pods feel like a waste of points. He does feel a little under costed, but keep in mind, you’re also likely paying for a couple of Drop Pods in his list to make him good, so I’m thinking that balances things out a bit.
On Penance, I wanted to experiment with other ways of using overcharge. In this case giving it more attacks rather than increased power. I’ve also thought it’s weird that standing near an inspiring leader magically makes your guns not malfunction, so I specifically removed the re-roll on it otherwise it would have been too good. It also seemed like 1 mortal wound was not risky enough, while D3 was too much. I’ve never seen D2 used before, but I don’t see why it can’t be, just another dial to turn in the sake of balance.

Seventh Captain Holden Delacroix
Points: 115 M: 6” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 3+
Absolver Bolt Pistol, Crozius Arcanum, Grenades, Power Armor.
Angels of Death, Rosarius, Rites of Battle.
This model knows two Litanies of the Void.
The Emperor Protects: Once per game, Delacroix may invoke the protection of the Emperor. All Imperium units within 2D6 increase their invulnerable save by 1, or gain a 5+ invulnerable save if they do not have one. This lasts until your next Command Phase.
Expunge the Warp: Unit within 6” of Delacroix may re-roll hit and wound rolls against Deamon units.
WT: Ardent Believer: If your first Litany in a turn fails to be inspiring, you may re-roll it.

Similar in uniqueness to the fifth, the seventh company has typically been led by either a Chaplain or a brother with very strong faith in the Emperor. For Delacroix, I wanted a character whose power wasn’t in their wargear, but in their faith.

Eighth Captain Kyrax Dryson
Points: 140 M: 12” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 3+
Schism, The Executioner’s Axe, Grenades, Power Armor, Jump Pack (Included Above.)
Schism: Range: 12” Type: Pistol 2 S: 4 AP: -2 D: 2 Special: When you slay a model with Schism, that unit’s Ld is reduced by 1 this turn. (This effect is cumulative if you slay multiple models.)
The Executioner’s Axe: Range: Melee, Type: Melee S: +2 AP: -4 D: 2 Special: If you slay a character with this weapon, enemy units within 12” get -1 Ld and -1 to Combat attrition tests this turn.
Angels of Death, Iron Halo, Death from Above, Rites of Battle.
WT – Gift of Foresight: Once per Battle Round, Dryson may re-roll a single hit roll, wound roll, damage roll, advance roll, charge roll, or armor save.
Cower Before Me: Dryson may re-roll hit and wound rolls against targets with lower Ld than his.

While Reavers and some other random shenanigans are neat, attacking Ld hasn’t really come into its own as a viable strategy, which is a shame because I think it’s a really interesting theme to base an army on. Dryson is my take on a character that could lead such a force.

Ninth Captain Ajax Ordo
Points: 135 M: 5” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 9 Sv: 3+
Master Crafted Executioner Bolt Rifle, Bane of Despair, Grenades, Gravis Armor (included above.)
Master Crafted Executioner Bolt Rifle: Range: 42” Type: RF 1 S: 5 AP: -2 D: 2 Special: -
Bane of Despair: Range: Melee Type: Melee S: +2 AP: -4 D: 2 Special: When a model is slain with this weapon, Allied units within 12” gain +1 Ld this turn. (Slaying multiple models still only increases Ld by 1).
Angels of Death, Iron Halo, Rites of Battle.
WT – Indominable Presence: Void Ranger <Core> units within 6” Ignore damage on a 6+.
None Shall Pass: If Ordo charges or is charged, no units within engagement range of him may fall back until the next turn.
Last Stand: When Ordo would lose his last wound, on a 2+ he survives with D3 wounds remaining. This effect may only occur once. When Ordo is removed as a casualty, he may immediately make a free attack, re-rolling all hits and wounds.

I’ve always been a fan of playing heroic last stands and I wanted a tough as nails defender to fit that role.

Tenth Captain Cyrus Delso
Points: 115 M: 6” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 6 Ld: 9 SV: 3+
Silence, Silver Fang, Grenades, Phobos Armor, Camo Cloak.
Silence: Range: 30” Type: Assault 1 S: 4 AP: -2 D: 3 Special: Silence ignores Look Out Sir! Silence always wounds Psykers on a roll of 2+ regardless of abilities that would cause those to fail.
Silver Fang: Range: Melee Type: Melee S: User AP: -4 D: 1 Special: Wound rolls of 6 inflict 1 additional Mortal Wound.
Angels of Death, Iron Halo, Rites of Battle, Concealed Positions, Omni Scrambler.
WT- One with the Shadows: Delso is -1 to be hit if being shot at from more that 12” away.
Blank: Delso can never be targeted or affected by psychic powers in any way. Psyker units within 18” of Delso must subtract 2 from their psychic and deny tests.
Unsettling Presence: Enemy units within 6” get -1 Ld. Enemy Deamon and Psyker units within 6” get an additional -1 Ld.

Space Marine Chapters use psykers, but why not blanks? Female blanks go to the Sisters of Silence, but what about the males? Seems like a large tactical advantage being passed up on. The Void Rangers know full well the value of blanks and actively try to recruit them into their ranks, seeing most service in the 8th and 10th companies.

Lieutenant Faldor Kurst
Points: 100 M: 6” WS: 2+ BS: 2+ S: 4 T: 4 W: 5 A: 4 Ld: 9 Sv: 3+
Special Issue Bolt Rifle, Power Dagger, Phobos Armor.
Special Issue Bolt Rifle: Range: 36” Type: Rapid Fire 1 S: 4 AP: -2 D: 2 Special: -
Power Dagger: Range: Melee Type: Melee S: User AP: -4 D: 1 Special: -
Angels of Death, Tactical Precision, Death From Above, Company of Heroes.
WT- Flexible Tactics: Kurst’s Tactical Precision ability affects all allied Imperial units.
Ambassador of the Lost: If Kurst is in a Patrol Detachment, you may include other Imperium units in that detachment so long as you have at least that many Void Ranger units in that detachment.

Last but not least, my one non-Captain/Chapter Master. I wanted to play around with the idea of allying in small numbers of other forces like Guard. I’m sure there would be some way to bust this ability in competitive, but this is just so I can casually include a squad of Guardsman and a tank, a Canoness and a Battle Sister squad, or an Inquisitor from time to time. The Void Rangers are very much proponents of joint operations with other branches of the Imperial military, so it fits flavor wise as well.

For the Litanies and Psychic powers, I mostly mix and matched existing ones to fit the theme of the Void Rangers, but I did make a single unique one for each.

Litanies of the Void
Litany of Hate (You may substitute an existing Litany for this one.)
1. Litany of Faith
2. Mantra of Strength
3. Canticle of Hate
4. Vow of Retribution
5. Fires of Devotion
6. Litany of the Lost: If this Litany is inspiring, until your next command phase, whenever a model within 6” of this Priest dies, it may immediately make a free attack before being removed.

Discipline of the Void
1. Umbral Form
2. Spectral Blade
3. The Abyss
4. Hallucination
5. Psychic Fortress
6. Dust to Dust: WC: 7 Target an enemy unit within 18” and visible to the caster. Roll a D6. If the roll is greater than or equal to the target’s toughness, the suffer D3 Mortal Wounds. Then repeat this process on an enemy unit within 3” of the target until a roll is failed or there are no more targets.

This message was edited 3 times. Last update was at 2021/07/26 14:35:57


17210 4965 3235 5350 2936 2273 1176 2675
1614 1342 1010 2000 960 1330 1040  
   
Made in gb
Lord of the Fleet






London

 Tawnis wrote:
Hey everyone. So my friends and I are working on building a massive campaign and one of the things we're doing is creating a dozen characters to be used throughout it (and who will have to be replaced with standard out of the box HQ choices if they die.) I've put together this list and I'm trying to make them powerful, but fair and I'd like your thoughts on it. Is something over/under costed, is there some crazy rule interaction that could mess things up? I'm playing my Custom Space Marine Chapter the Void Rangers, and I've listed any relevant extra rules at the bottom (custom Litanies and Psychic tables.) My custom chapter certainly does a few things very differently from standard chapters, so I don't really need lore advise or anything, (I could explain it all given time) I'm mostly just looking for gameplay advise. So yeah, if you've got some free time, I'd love to hear your thoughts on if these sound fun to play, but most importantly, NOT unfun to play against as well as any suggestions or tweaks that may be needed. Thanks.

Chapter Master Riordan Vance
Points: 160 M: 6” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 10 Sv: 2+ Why T5 and 7W? Keep him at T4 6W

Master Crafted Relic Blade, Master Crafted Combi-Plasma Gun, Grenades, Angelic Armor (Stats included above).
Master Crafted Relic Blade: Range: Melee Type: Melee, S: +3 AP: -3 D: 3 Special: - D3 might be a bit much
Master Crafted Combi Boltgun: Range: 24” Type: Rapid Fire 1 S: 4 AP: -1 D: 1 Special: -
Master Crafted Combi Plasma: Range: 24” Type: Rapid Fire 1 S: 8 AP: -4 D: 2 Special: -
Angels of Death, Iron Halo, Rites of Battle, Chapter Master
WT - Inspiring Commander: Void Ranger units within 12” may use Riordan’s Ld in place of their own.
Burden of the Void: If a Void Ranger model within 6” has been slain this phase, Riordan may re-roll hit and wound rolls. Seems a little OP, also how long does the effect last?

None Shall Fall This Day!: Once per game, during the fight phase, Riordan may use this ability. Until the end of this phase, he gains: 3+ invulnerable save, takes -1 damage, and ignores damage on a 5+. All enemy units must select him as the target of their attack if able. Riordan may not attack the phase he uses this ability and may not use this ability if he has already attacked. I like the premise.


With Riordan, I was going for an idea of both players having to think tactically about when exactly they want to fight with/against him. Both his abilities either actively or passively enable him to protect any allies he is with, while making you think if you should attack first to try and reduce enemy damage, or to attack last and possibly get the re-roll buff if your opponent still tries to pick off supporting units instead.

First Captain Aldis Barov
Points: 140 M: 5” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 2+
Master Crafted Storm Bolter, Phase Sword, Terminator Armor
Master Crafted Storm Bolter: Range: 24: Type: Rapid Fire 2 S: 4 AP: -1 D: 2 Special: -
Phase Sword: Range: Melee, Type: Melee, S: User AP: -3 D: 2 Special: Attacks ignore Invulnerable saves. Weapons seem ok

Angels of Death, Teleport Strike, Iron Halo, Rites of Battle.
WT – Stalwart: Unmodified wound rolls of 1 and 2 always fail against Barov. Doesn't really do much to be honest

Close Quarters Specialist: Captain Barov may re-roll hit and wound rolls in melee so long as he is wholly within terrain. In addition, melee attacks against him are -1 to hit while he is wholly within terrain.

For Barov, I wanted a character whose specialty was teleport striking onto space hulks or into enemy fortifications and critical points. He’s a beast in terrain but catch him out in the open and suddenly his strength 4 attacks don’t seem so impressive, even with all that extra text.


   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

I believe the first character is in Gravis Armor-that’s why the high toughness and wound count.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in ca
Poisonous Kroot Headhunter





 Valkyrie wrote:
 Tawnis wrote:


Chapter Master Riordan Vance
Points: 160 M: 6” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 10 Sv: 2+ Why T5 and 7W? Keep him at T4 6W Since a Chapter Master has access to the Angel Artifice Relic (2+ Sv, +1W and +1T) I gave him that and adjusted his stats accordingly.

Master Crafted Relic Blade, Master Crafted Combi-Plasma Gun, Grenades, Angelic Armor (Stats included above).
Master Crafted Relic Blade: Range: Melee Type: Melee, S: +3 AP: -3 D: 3 Special: - D3 might be a bit much The +1 to D for the Relic Blade was basically taking a standard Relic blade and making it Master Crafted as per the Crusade rules for such. I figured it if was an easy pick there, it wouldn't be too OP. Do you think points tweak, or just straight up too good with Burden of the Void?
Master Crafted Combi Boltgun: Range: 24” Type: Rapid Fire 1 S: 4 AP: -1 D: 1 Special: -
Master Crafted Combi Plasma: Range: 24” Type: Rapid Fire 1 S: 8 AP: -4 D: 2 Special: -
Angels of Death, Iron Halo, Rites of Battle, Chapter Master
WT - Inspiring Commander: Void Ranger units within 12” may use Riordan’s Ld in place of their own.
Burden of the Void: If a Void Ranger model within 6” has been slain this phase, Riordan may re-roll hit and wound rolls. Seems a little OP, also how long does the effect last? This effect is only in the current phase, so to get re-roills in the fight phase, an ally within 6" must have already died that phase. ie, if you are attacking with him first, you don't get it, if they choose to attack Riordan instead of any allies, you don't get it.

None Shall Fall This Day!: Once per game, during the fight phase, Riordan may use this ability. Until the end of this phase, he gains: 3+ invulnerable save, takes -1 damage, and ignores damage on a 5+. All enemy units must select him as the target of their attack if able. Riordan may not attack the phase he uses this ability and may not use this ability if he has already attacked. I like the premise. Thanks, I'm really trying to fins some unique places to take the abilities.


With Riordan, I was going for an idea of both players having to think tactically about when exactly they want to fight with/against him. Both his abilities either actively or passively enable him to protect any allies he is with, while making you think if you should attack first to try and reduce enemy damage, or to attack last and possibly get the re-roll buff if your opponent still tries to pick off supporting units instead.

First Captain Aldis Barov
Points: 140 M: 5” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 2+
Master Crafted Storm Bolter, Phase Sword, Terminator Armor
Master Crafted Storm Bolter: Range: 24: Type: Rapid Fire 2 S: 4 AP: -1 D: 2 Special: -
Phase Sword: Range: Melee, Type: Melee, S: User AP: -3 D: 2 Special: Attacks ignore Invulnerable saves. Weapons seem ok

Angels of Death, Teleport Strike, Iron Halo, Rites of Battle.
WT – Stalwart: Unmodified wound rolls of 1 and 2 always fail against Barov. Doesn't really do much to be honest Its based off the Stalwart Chapter Tactic. Originally I thought of making it 1-3 like the Dark Angels Inner Circle had, but I thought that would be too good.



Thanks for the feedback.

This message was edited 1 time. Last update was at 2021/07/26 02:34:49


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1614 1342 1010 2000 960 1330 1040  
   
Made in gb
Lord of the Fleet






London

 Tawnis wrote:
 Valkyrie wrote:
 Tawnis wrote:


Chapter Master Riordan Vance
Points: 160 M: 6” WS: 2+ BS: 2+ S: 4 T: 5 W: 7 A: 5 Ld: 10 Sv: 2+ Why T5 and 7W? Keep him at T4 6W Since a Chapter Master has access to the Angel Artifice Relic (2+ Sv, +1W and +1T) I gave him that and adjusted his stats accordingly.

Master Crafted Relic Blade, Master Crafted Combi-Plasma Gun, Grenades, Angelic Armor (Stats included above).
Master Crafted Relic Blade: Range: Melee Type: Melee, S: +3 AP: -3 D: 3 Special: - D3 might be a bit much The +1 to D for the Relic Blade was basically taking a standard Relic blade and making it Master Crafted as per the Crusade rules for such. I figured it if was an easy pick there, it wouldn't be too OP. Do you think points tweak, or just straight up too good with Burden of the Void?
Master Crafted Combi Boltgun: Range: 24” Type: Rapid Fire 1 S: 4 AP: -1 D: 1 Special: -
Master Crafted Combi Plasma: Range: 24” Type: Rapid Fire 1 S: 8 AP: -4 D: 2 Special: -
Angels of Death, Iron Halo, Rites of Battle, Chapter Master
WT - Inspiring Commander: Void Ranger units within 12” may use Riordan’s Ld in place of their own.
Burden of the Void: If a Void Ranger model within 6” has been slain this phase, Riordan may re-roll hit and wound rolls. Seems a little OP, also how long does the effect last? This effect is only in the current phase, so to get re-roills in the fight phase, an ally within 6" must have already died that phase. ie, if you are attacking with him first, you don't get it, if they choose to attack Riordan instead of any allies, you don't get it. I would change it to if a unit is destroyed rather than a single model, just to even it out a bit.

None Shall Fall This Day!: Once per game, during the fight phase, Riordan may use this ability. Until the end of this phase, he gains: 3+ invulnerable save, takes -1 damage, and ignores damage on a 5+. All enemy units must select him as the target of their attack if able. Riordan may not attack the phase he uses this ability and may not use this ability if he has already attacked. I like the premise. Thanks, I'm really trying to fins some unique places to take the abilities.


With Riordan, I was going for an idea of both players having to think tactically about when exactly they want to fight with/against him. Both his abilities either actively or passively enable him to protect any allies he is with, while making you think if you should attack first to try and reduce enemy damage, or to attack last and possibly get the re-roll buff if your opponent still tries to pick off supporting units instead.

First Captain Aldis Barov
Points: 140 M: 5” WS: 2+ BS: 2+ S: 4 T: 4 W: 6 A: 5 Ld: 9 Sv: 2+
Master Crafted Storm Bolter, Phase Sword, Terminator Armor
Master Crafted Storm Bolter: Range: 24: Type: Rapid Fire 2 S: 4 AP: -1 D: 2 Special: -
Phase Sword: Range: Melee, Type: Melee, S: User AP: -3 D: 2 Special: Attacks ignore Invulnerable saves. Weapons seem ok

Angels of Death, Teleport Strike, Iron Halo, Rites of Battle.
WT – Stalwart: Unmodified wound rolls of 1 and 2 always fail against Barov. Doesn't really do much to be honest Its based off the Stalwart Chapter Tactic. Originally I thought of making it 1-3 like the Dark Angels Inner Circle had, but I thought that would be too good. It's more that it'll only affect a small number of weapons. I would maybe make it 1-3, same as the Inner Circle, or a blanket -1 to wound.



Thanks for the feedback.
   
Made in ca
Poisonous Kroot Headhunter





 Valkyrie wrote:
 Tawnis wrote:
 Valkyrie wrote:
 Tawnis wrote:


Burden of the Void: If a Void Ranger model within 6” has been slain this phase, Riordan may re-roll hit and wound rolls. Seems a little OP, also how long does the effect last? This effect is only in the current phase, so to get re-roills in the fight phase, an ally within 6" must have already died that phase. ie, if you are attacking with him first, you don't get it, if they choose to attack Riordan instead of any allies, you don't get it. I would change it to if a unit is destroyed rather than a single model, just to even it out a bit. I think that might be too restrictive on an already restrictive activation, that being said, I think you're right that a full re-roll suite is a bit too much. Do you think 1 re-roll per model slain would be more balanced? I mean, he's a chap master that hits on 2+ so he's already re-rolling all his hits 95% of the time anyway.


WT – Stalwart: Unmodified wound rolls of 1 and 2 always fail against Barov. Doesn't really do much to be honest Its based off the Stalwart Chapter Tactic. Originally I thought of making it 1-3 like the Dark Angels Inner Circle had, but I thought that would be too good. It's more that it'll only affect a small number of weapons. I would maybe make it 1-3, same as the Inner Circle, or a blanket -1 to wound. Balance wise, I think you're right, the -1 to wound is probably best, I feel like it overlaps a bit too much with the -1 to be hit in cover. I think on this one, but I think you're on the right track.

Any thoughts on the others?



Thanks for the feedback.

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