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2011/04/11 22:31:59
Subject: Re:Create your special characters! and give feedback on others.
Hey guys what do you think of myrddins power The annihilation of anthros? it seems underpowered now, actually running some psychic tests i have yet to get it off.
Special Rules: psyker level 3, And they shall know no fear, Independant character. Master of the thrid company
Master of the third company: Scout Squads in an army that includes Myrddin have +1BS
Psychic Powers: The Shifting, Lightning blast, Annihilation of anthros.
The shifting: Myrddin is able to shift his form and even flicker out of time for a brief period
This power is used at the start of the players assault phase, if successful, myrddin gainst +1str, +1 initiative, +1ws, and +2 attacks, and all successfull rolls to hit against myrddin must be re-rolled. the effects of this power last until the start of the next turn.
Lightning Blast: Myrrdin calls forth a ball of lightning capable of striking with immense power.
This is a psychic shooting attack with the profile below
Annihilation of Anthros: This is a the final answer Myrddin used to defeat the daemon prince on anthros. Waves of unreality, and reality mesh destroying both the creatures of this world and that of the immaterium.
This is a special psychic power that may be used at the end of the game. If you choose to, the test is made on 3D6, which cannot be altered any further, in addition any double will trigger perils of the warp and be considered a failure. if the test is passed, all models within D6+3" of Myrddin (friend and foe, excluding myrddin), are removed from play, myrddin then takes a single 10 ap - hit. If the test if failed, place the large blast template over myrddin, all models under it suffer a str 10, ap 1 hit as they are all sucked into the warp.
This power seems kinda OP but you have put enough downsides that it doesn't make it worth using unless you happen to be next to a land raider full of terminators
Automatically Appended Next Post: Hrothgar, captain of the second company 185
WS:5
BS:5
S:4
T:4
W:3
I:5
A:3+D3
LD: 8
Sv: 2+
Wargear: Terminator armor, Jaws of the celestial bear, Storm botler
Jaws of the celestial bear: These are a matched pair of power axes. They confer +2A instead of the usual +1A for having 2 CCW's
Special Rules: Fearless, Independent character, Bloodlust, Master of the second company, Rage
Bloodlust: such is the way of the berserker that they give in to absolute blood lust in battle, often at the expense of skill, percision, or even basic thought. Hrothgars attacks charatersitic is 3 +d3A.
Master of the second Company: Berserkers in an army led by Hrothgar are counted as troops units.
Okay...
Blue is things i have changed and comments.
Red are things i have disagreed with.
I have simplified the Drunken rage thing into 2 seperate rules.
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/11 22:59:17
Subject: Create your special characters! and give feedback on others.
So far all I've gotten back about my character is that the lasgun is too powerful, even though its a lot less powerful than some of the stuff in the GK codex. Anyway, anyone else have any feed back?
We're watching you... scum.
2011/04/11 23:02:02
Subject: Re:Create your special characters! and give feedback on others.
Counter Attack, Acute Senses, And they shall know no fear, Fleet, Eternal Warrior
Wear gear: Meta bombs, Storm Sheild, Freki
Freki: Voluund has fought with a Thunder Hammer since his first battle. Given to him when the Wolf lord he was under the command of gave to him just before he died and infused his warriors soul into it.
Named after the great wolf Freki, He has fought so many battles with the Thunder Hammer he has unlocked secrets to its use and the art of slaining any foes with it. Voluund may not only reroll to hits in close combat with it. He can also strike at his normal initiative with the hammer and ignoring the thunder hammer rule that would normally force the thunder hammer to strike even after Initiative 1 weapons.
THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
2011/04/11 23:05:49
Subject: Create your special characters! and give feedback on others.
Okay...
Blue is things i have changed and comments.
Red are things i have disagreed with.
I have simplified the Drunken rage thing into 2 seperate rules.
why the WS and BS 5 on a guy that goes into battle completely plastered?
anyway i've edited some things, let me know what you think.
Automatically Appended Next Post:
Chaos Lord Gir wrote:Anyone mind giving me feedback on my char? on page 2 I believe.
Cool fluff for a chaos underling (I.E. not a prince or above), definately in no way OP, nice and mild.
This message was edited 1 time. Last update was at 2011/04/11 23:20:47
Okay... Blue is things i have changed and comments. Red are things i have disagreed with. I have simplified the Drunken rage thing into 2 seperate rules.
why the WS and BS 5 on a guy that goes into battle completely plastered?
anyway i've edited some things, let me know what you think.
Automatically Appended Next Post:
Chaos Lord Gir wrote:Anyone mind giving me feedback on my char? on page 2 I believe.
Cool fluff for a chaos underling (I.E. not a prince or above), definately in no way OP, nice and mild.
Maybe change the BS back to 4 then... WS is gonna be 5 IMO he would be WS6 if he was sober...
Automatically Appended Next Post:
Field Gen wrote:Here is what I use for a wolf lord. But I will increase his stuff to reflect how awesome he really should be.
Counter Attack, Acute Senses, And they shall know no fear, Fleet, Eternal Warrior
Wear gear: Meta bombs, Storm Sheild, Freki
Freki: Voluund has fought with a Thunder Hammer since his first battle. Given to him when the Wolf lord he was under the command of gave to him just before he died and infused his warriors soul into it. Named after the great wolf Freki, He has fought so many battles with the Thunder Hammer he has unlocked secrets to its use and the art of slaining any foes with it. Voluund may not only reroll to hits in close combat with it. He can also strike at his normal initiative with the hammer and ignoring the thunder hammer rule that would normally force the thunder hammer to strike even after Initiative 1 weapons.
The hammer is a bit much... Maybe something like this Freki:Valuund has fought with a thunder hammer for his entire career. He has mastered how to use them perfectly. He may use Freki as a regular Thunder Hammer and re-roll to hit rolls or he can use it as a power weapon that strikes at +2S.
Automatically Appended Next Post:
EmilCrane wrote:Reworked my character to be more balanced, and added fluff
Captain Aedan Duran Pts: 120
Captain Duran is one of cadia's toughest and least celebrated heroes. Like all other Cadians he joined the whiteshield corps and served before becoming an officer. He was selected for kasrkin school soon after.
During the 13th black crusade he commanded a kasrkin company and led his men in daring hit and run raids on enemy positions. Supply columns and anti aircraft guns were the first targets, allowing the imperial navy to contest the skies above cadia. Eventually he started hitting armoured columns. His company claimed six land raiders, 14 leman russ battle tanks, 10 predators and countless supply trucks and APCs. That does not include tanks killed by air strikes and artillery expertly called in by unseen observers.
Duran doesn't make us of a command squad, preferring to blend in to his men. His company is famed for their high numbers of elite troops and specialist equipment and are in high demand with imperial commanders across the imperium.
Cadia's Elite: In an army led by Captain Duran Storm troopers may be taken as troops. In addition, one squad may take a medic upgrade for 30 pts and may select a valkyrie as a dedicated transport.
Senior Officer: Duran may issue two orders a turn and counts as having a vox caster for the purposes of issuing them. He knows Bring it down, fire on my target, Get Back in the Fight, Move, move, Move! and front Rank Fire! Second Rank fire!, in addition he can the following special orders.
Hit that target: Duran orders the unit to storm the enemy position, moving forward and firing as they go. The ordered unit immediately runs, shoots and then may run again.
He's fine... The Lasgun is as it should be for all Stormtroopers IMO. The Orders are fine. Change his W to 2 and make him 150 points.
This message was edited 3 times. Last update was at 2011/04/12 00:12:21
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/12 00:37:17
Subject: Re:Create your special characters! and give feedback on others.
Chaos Lord Gir wrote:Thur'kalnash- The herald of the Blood Storm
160 points
Thur'kalnash remembers none of his creation, only that he was forged by Khorne's will in a moment of his unending rage and the herald took on an aspect of Khorne's unimaginable seething fury. Where Thur'kalnash walks the very air simmers and writhes as he turns his attention towards the enemies of his God, with a roar and a point of his ornate hell-blade, he causes the air to swirl into a crimson mist, boiling the blood inside the very bodies and crushing the souls of all nearby mortals, foolish enough to try and defy the Lord of Battle.
Thur'Kalnash is a Herald of Khorne, so follows the same HQ slot as Heralds (two make up one HQ slot)
WS6 BS3 S5 T4 W2 I5 LD10 A4 Sv3+/5++
Unique
Special Rules- Independant Character, Daemon, Furious Charge
Daemonic gifts- Blessing of the Blood God, Iron Hide, Hellblade, Unholy Strength
Special Rules-
Herald of the blood storm- Thur'kalnash is surrounded by a swirling vortex of scorching air and howling warp matter, causing deadly results to any foes foolish enough to close the distance towards him.
In game this makes all terrain within 6" of Thur'kalnash and his unit count as difficult terrain for non Khorne models , also Thur'Kalnash's unit is counted as being equipped with Defensive and Offensive grenades (but provide no S to vechiles)
Blood Surge- With a roar and a sweep of his claws towards to chosen enemy, the Herald goads his allies into a even greater fury. When Thur'kalnash and any unit he is attatched to charges, they may re-roll any failed To Hit's.
@purple food.
Hmm. I dunno, Seems like a good idea too! would miss the double str though lol. But seems good.
OK Guys what do you think about this character...Its my actual self if I would had grown up in.
Army: Inquisition - May be purchased by any Non Chaos Space Marine, or I.G army that includes man of Imperium models.
Jesse Chenoweth - Can be added to any space wolf unit choice for 3 points or for 60 points. Can be selected as a Elite choice for any other army.
UNIQUE
BS:2 WS: 4 S:1 T:1 I: 5 W:1 A: 2 LD: 5 SV: -
Fleet, Hit and Run, and they shall know no fear but I will RUN THE HELL AWAY
Squirmy little runt: While he is no where near suited for combat, He holds no real military Training, by human standards is very skinny and fragile. He is very quick and great at moving around and often times out of pure luck can dodge seemingly impossible objects flying at him. To represent this all successful hits in ranged must be rerolled. They cannot be rerolled for any reason even if an Eldar has cast fortune to hit him. A failure to shoot him is a failure.
And they shall know no fear but I will RUN THE HELL AWAY He is weak but a good boy. Jesse cannot charge into combat alone. If your opponent charges Jesse or the squad he is in. The assault ends with the models in base to base contact with Jesse's Model and He runs 3d6 inches in the direction that points as far away from any other enemy model as possible. Jesse cannot become trapped even if surrounded as he is small, Squirmy and can easily squeeze past people and lucky dodge hits. So becoming trapped is impossible. He will dive between the claws in the thunder claws, Somehow make an impossible leap over or under a thunder hammer or in between the legs of the enemy if they are big enough. Monkey climb over what ever tank is in his way at an amazing speed as the enemy looks in confusion as to how the heck he was able to get away like that? Only when accompanied by no less than six other models can Jesse be locked into combat.
Stealthy: Jesse loves to play hide and seek and loves to be all stealthy. After all he is no warrior for sure! Because of this he will often take anything he can find lying around and fashion it into camo. Often going to ground and sneaking around. If Jesse is by himself. All models attempting to fire at jesse must follow the night fighting rules. This also confers the Stealth Rule to Jesse.
Tech marine at heart: If Jesse is in base to base contact with a damaged vehicle. He may roll a a D6. On a 4+ he can negate immobilized. Repair up to two weapons or Negate a crew shaken or stunned.
Burrow and Borrow: - A most humorous thing that Jesse finds appealing that is if he penetrates the armor on any non skimmer tank. He will use his Ghost Lance Claws to tear a part a hole and burrow into the machine. Rewiring the machine Taking out controls etc. During the opponents next turn. You may control the movement and Firing phase of that tank. If it is a transport or has models inside they may not disembark. During the Assault phase Jesse Exits the machine anywhere around the tank and the tank is considered Immobilized and suffers crew stunned even if the tank has special options that would normally make the tank crew shaken.
Luckiest Fether alive.
Jesse at times has shown to be protected by some unknown and POWERFUL force. He is no psyker and has no armor protecting him. He is but normal human but at one point has survived all of his bones being broken, internal organs blown or failed when hit by shells and even a plasma cannon misfire hitting him. He hold no scars amazingly and Can survive horrible wounds...somehow. How long that will last or if he is just the luckiest fether in the world no one knows. Any rolls to wound on a roll of a 2 count as a 1 and deal no wound.
War Gear:
Ghost Lance Gauntlets Las Pistol
Ghost Lance is a very special kind of claw like gauntlet that Jesse Created himself. It is unlike anything else ever seen and all attempts to be made into a much larger and more sturdy version for Space marine use has failed due to the nature of its design.
The gauntlets are leather base with machine mounted into them so they are very comfy! They have a bone like structure design to make look like a metal human skeletal hand over the gloves underneath. They emit a powerful force of plasma and electrical energies around them to form a small and slender "force claws". They emit no heat but the energy is so intense that despite Jesses Inferior Muscle power. With using only a little effort the claws can easily puncture, Tear and melt off anything they touch. Amazingly enough they can flux and have an impressive I.A. So when Jesse opens or closes his hands the power behind them will auto adjust within less than a millionth of a second so that they do not cause him any harm. To others looking at them they appear to be Transparent and Ghostly white/blue slender claws. Like a Daemons claws. Almost all whom get their first look at how easily it can tear through Even Terminators armor and how easily Jesse can make a "him sized hole" into a tanks armor become afraid of the power these tiny little claws have on his small hands.
This confers the following - Will hit in close combat on a 3+. Against units, Ignores both armor and Invulnerable saves.
Allows a 5d6 Armor Penetration against Vehicles and adds +1 to the damage table. Cannot go past 6.
Comments and questions welcome.
I like it! Seems to fit rather well with the Khorne themed army.
This message was edited 6 times. Last update was at 2011/04/12 01:32:09
THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
2011/04/12 00:40:26
Subject: Create your special characters! and give feedback on others.
Gus_Papas wrote:Ankhomen, Chosen of Ahriman, Sorceror of Tzeentch - 275 pts
A prominent figure in Ahriman's cabal, Ankhomen is a powerful sorcerer, whose thousands of years of tutelage by Ahriman, along with the effects of the Rubric, have given him enormous power and mastery of sorcery.
WS5 BS5 S4(6) T4 W3 I5 A3 Sv2+/4+ Ld10
Wargear: Master-Crafted Bolt Pistol, Frag & Krak grenades, Personal Icon Staff of Distortion - A master-crafted force weapon, increases Strengh by 2 (included in profile), confers 4+ Invulnerable save (included in profile), and allows the bearer to use 3 psychic powers a turn, and can even use a power more than once. The Staff of Distortion was crafted by the 9 greatest heralds of Tzeentch, exposing all weakness in an enemy and protecting the bearer.
Nonagrammatic Armor - Armor completely covered in twisted runes capable of driving lesser beings insane. The Nonagrammatic Armor confers a 2+ armor save. Additionally, when taking any psychic test, always test on 3D6 and pick the lowest two rolls.
Special Rules: Independent Character, Stubborn, Warptime (as in C:CSM), Gift of Chaos (as in C:CSM), Eternal Warrior Warpfire - A psychic shooting attack with the following profile: SX AP2 Assault Template. Warpfire always wounds on a roll of 3+. A roiling blast of sinister blue flame, which consumes the very life force of its victims. Pandemonium Lance - A psychic shooting attack with the following profile: R24" S8 AP1 Assault 1 Lance. A brilliant beam of writhing psychic energies, it alters the very nature of the materials it touches, changing their composition and making them easier to penetrate. Entropous Onslaught - A psychic shooting attack with the following profile: R36" S5 AP3 Assault 3D3. The sorceror unleashes brilliant blasts of energy, color-shifting fireballs, warp lightning, invisible force, etc. against his foes. Whispers of Treachery - A psychic power cast in the shooting phase which, when successful, allows you to move the models in an enemy squad 6", or have those models fire on their comrades. May not be used against vehicles. The sorcerer invokes dark magics to bend the will of his enemies for his own gain.
Feldmarschall Artur "Stahlwird" Von Sieg - +55 pts
WS4 BS4 S3(4) T3 W3 I4 A3 Sv4+/5+ Ld10
The Field Marshall is an upgrade character for a Company Command Squad from C:IG, and replaces the company commander.
Wargear: Carapace Armor, Refractor Field, Master-Crafted Plasma Pistol Stahlsfang - A Master-Crafted power sword, family heirloom of the Von Siegs. Confers +1 Strength (included in profile). Personal Voxbead - Stahlwird counts as having a Vox-caster as described in C:IG
Special Rules: Too Stubborn to Die - Stahlwird is so single-mindedly devoted to the Emperor and his duty he simply refuses to give in. Confers the stubborn and Eternal Warrior USRs. His will is so strong that all units within 12" gain the Stubborn USR. Master Strategist - Stahlwird can issue three orders per turn at 12". "Storm the Defenses!" - An order which makes the weapons of a squad (with the exception of meltas, heavy weapons, ripper guns, and shotguns) Assault 2, and grants the Furious Charge USR. This order may be issued more than once.
It's pretty rough, but what do you guys think?
Make the whispers of treachery force them to take a Ld test first. The If fellow is okay... Make it 70 points instead. His storm the defenses order combined with a powerblob would be... unhealthy for anything in the way possibley change it to either Furious charge or Assault 2 guns, not both.
This message was edited 1 time. Last update was at 2011/04/12 00:45:57
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/12 00:54:58
Subject: Create your special characters! and give feedback on others.
Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....
Captain Melissa Taylor, Commander of the Umaran Remnants
Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun
Rules: Aura of Courage, The Emperor's Own Luck
Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"
Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.
Rules:
The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.
Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.
Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.
The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.
Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.
This message was edited 1 time. Last update was at 2011/04/12 01:12:58
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2011/04/12 00:59:16
Subject: Re:Create your special characters! and give feedback on others.
Gus_Papas wrote:Ankhomen, Chosen of Ahriman, Sorceror of Tzeentch - 275 pts
A prominent figure in Ahriman's cabal, Ankhomen is a powerful sorcerer, whose thousands of years of tutelage by Ahriman, along with the effects of the Rubric, have given him enormous power and mastery of sorcery.
WS5 BS5 S4(6) T4 W3 I5 A3 Sv2+/4+ Ld10
Wargear: Master-Crafted Bolt Pistol, Frag & Krak grenades, Personal Icon
Staff of Distortion - A master-crafted force weapon, increases Strengh by 2 (included in profile), confers 4+ Invulnerable save (included in profile), and allows the bearer to use 3 psychic powers a turn, and can even use a power more than once. The Staff of Distortion was crafted by the 9 greatest heralds of Tzeentch, exposing all weakness in an enemy and protecting the bearer.
Nonagrammatic Armor - Armor completely covered in twisted runes capable of driving lesser beings insane. The Nonagrammatic Armor confers a 2+ armor save. Additionally, when taking any psychic test, always test on 3D6 and pick the lowest two rolls.
Special Rules: Independent Character, Stubborn, Warptime (as in C:CSM), Gift of Chaos (as in C:CSM), Eternal Warrior
Warpfire - A psychic shooting attack with the following profile: SX AP2 Assault Template. Warpfire always wounds on a roll of 3+. A roiling blast of sinister blue flame, which consumes the very life force of its victims.
Pandemonium Lance - A psychic shooting attack with the following profile: R24" S8 AP1 Assault 1 Lance. A brilliant beam of writhing psychic energies, it alters the very nature of the materials it touches, changing their composition and making them easier to penetrate.
Entropous Onslaught - A psychic shooting attack with the following profile: R36" S5 AP3 Assault 3D3. The sorceror unleashes brilliant blasts of energy, color-shifting fireballs, warp lightning, invisible force, etc. against his foes.
Whispers of Treachery - A psychic power cast in the shooting phase which, when successful, allows you to move the models in an enemy squad 6", or have those models fire on their comrades. May not be used against vehicles. The sorcerer invokes dark magics to bend the will of his enemies for his own gain.
Feldmarschall Artur "Stahlwird" Von Sieg - +55 pts
WS4 BS4 S3(4) T3 W3 I4 A3 Sv4+/5+ Ld10
The Field Marshall is an upgrade character for a Company Command Squad from C:IG, and replaces the company commander.
Wargear: Carapace Armor, Refractor Field, Master-Crafted Plasma Pistol
Stahlsfang - A Master-Crafted power sword, family heirloom of the Von Siegs. Confers +1 Strength (included in profile).
Personal Voxbead - Stahlwird counts as having a Vox-caster as described in C:IG
Special Rules:
Too Stubborn to Die - Stahlwird is so single-mindedly devoted to the Emperor and his duty he simply refuses to give in. Confers the stubborn and Eternal Warrior USRs. His will is so strong that all units within 12" gain the Stubborn USR.
Master Strategist - Stahlwird can issue three orders per turn at 12".
"Storm the Defenses!" - An order which makes the weapons of a squad (with the exception of meltas, heavy weapons, ripper guns, and shotguns) Assault 2, and grants the Furious Charge USR. This order may be issued more than once.
It's pretty rough, but what do you guys think?
seems kinda funny to me with the "you gain stubborn thing lol"
I like it
THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
2011/04/12 01:08:14
Subject: Create your special characters! and give feedback on others.
Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....
Captain Melissa Taylor, Commander of the Umaran Remnants
Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun
Rules: Aura of Courage, The Emperor's Own Luck
Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"
Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.
Rules:
The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.
Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.
The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.
Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.
I like the fluff for the character...
I'd cost her at 150 ponts personally.
Though i'm not sure what kind of damage that spear does...
I like the Aura of Courage and Alpha Strike.
Actually 175 sounds fair...
What does the assault pattern lasgun do?
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.
0048/01/12 01:12:19
Subject: Create your special characters! and give feedback on others.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2011/04/12 01:22:32
Subject: Create your special characters! and give feedback on others.
Dakka Bingo! By Ouze "You are the best at flying things"-Kanluwen
"Further proof that Purple is a fething brilliant super villain " -KingCracker
"Purp.. Im pretty sure I have a gun than can reach you...."-Nicorex
"That's not really an apocalypse. That's just Europe."-Grakmar
"almost as good as winning free cake at the tea drinking contest for an Englishman." -Reds8n
Seal up your lips and give no words but mum.
Equip, Reload. Do violence.
Watch for Gerry.
2011/04/12 01:28:33
Subject: Create your special characters! and give feedback on others.
Technically she costs 265 minimum, because of her retinue...
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2011/04/12 01:44:33
Subject: Create your special characters! and give feedback on others.
I wouldn't mind a little feedback on both of my characters, found on page 2 (Master Executioner Asagrim Woden and SanctifierHaephestos). Feedback on the fluff would also be appreciated (although I'm aware that Haephestos doesn't have any fluff written for him yet... I really should get around to that, considering I already got 15 pages worth of fluff for the rest of the chapter).
For now thow...
Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....
Captain Melissa Taylor, Commander of the Umaran Remnants
Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun
Rules: Aura of Courage, The Emperor's Own Luck
Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"
Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.
Rules:
The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.
Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.
Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.
The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.
Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.
Not bad. I'd drop Eternal Warrior (being a retinue, it seems a little overkill anyway), however. Also, Alpha Strike seems a little powerful. Perhaps have it apply to a single allied unit?
She looks like a great countercharge character.
2011/04/12 02:04:38
Subject: Create your special characters! and give feedback on others.
Melissia wrote:Let's see, updated version of Melissa Taylor, based off of my most recent fluff for her (which I still need to clean up and post in the thread on dakka and IGMB)....
Captain Melissa Taylor, Commander of the Umaran Remnants
Equipment: Carapace Armor, The Eternal Spear, Assault-Pattern Lasgun
Rules: Aura of Courage, The Emperor's Own Luck
Orders: May issue 1 order per turn with a 12" command radius.
Order List: First rank: FIRE! Second rank: FIRE!, Incoming!, Move! Move! Move!, and "Alpha Strike"
Retinue: Captain Melissa Taylor always comes with an Imperial Guard Veteran Squad as retinue, with herself in the place of the sergeant. Points cost is for this squad is not included in Melissa Taylor's points cost above. The squad comes with Grenadiers, and may not purchase other doctrines, but may purchase a transport and/or special weapons.
Rules:
The Eternal Spear: Two-handed power weapon which increases strength by two. When on the receiving end of a charge, the wielder of this spear always attacks first before any other models, including models that would normally themselves always attack first.
Assault Pattern Lasgun: A lascarbine designed for short ranged combat. R18", S3 AP-, Assault 2.
Aura of Courage: All friendly units with a model within 18" of Captain Melissa Taylor are stubborn. Furthermore, Captain Melissa Taylor may use her one order per turn to automatically regroup all squads that have voxcasters.
The Emperor's Own Luck: Grants a 4+ invulnerable save and the Eternal Warrior universal special rule.
Alpha Strike: Order used during the movement phase. Designate a target within 12" of Captain Melissa Taylor. All units that fire at that target this turn do so at +1 to their BS score, at a maximum of BS5. Captain Melissa Taylor may not move or shoot that turn except to initiate an assault.
Okay THIS is how you do a guard character. Initiative 4 might be a wee bit unfluffy, but otherwise good fluff, good rules, not OP, and well costed. +1 to melissa.
Really though, I4 isn't even needed, since she should be taking the charge (or at least giving the enemy second thoughts about charging), not giving it. Consider making the spear Master Crafted.
2011/04/12 02:35:47
Subject: Re:Create your special characters! and give feedback on others.
Well, I guess I'll jump on the bandwagon too, could some of you please critique and comment on Magnus Antonius Carbohal. Who I think is the only Ultramarine special character on this thread. Page 2, Thanks.
It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies.
2011/04/12 02:43:57
Subject: Re:Create your special characters! and give feedback on others.
sub-zero wrote:Magnus Carbohal is a direct decendant of Lord Macragge Marneus Calgar. From the time of his birth he was supervised and trained by Marneus himself. His rise through the ranks from initiate to capt. of the first company was watched by Lord Macragge with great interest and over whelming pride. To prove his worth, Magnus volenteered for the most dangerous missions, including boarding actions of Tyranid infested space hulks as a scout to direct frontal assaults of ork strongholds as a space marine of the 4th company. He served under Chaplain Cassius in the tyranid veterans squad for over five decades before taking on the role as a terminator in the 1st company. Subsuquentally his master crafted heavy flamer named "Devine Purification" was built by Cassius himself. After serving nearly 30 years as a terminator, he was givin the prestigious opportunity to lead the 1st company as thier captain. Upon giving this honor, Marneus Calgar ordered the tech-priests of Mars to craft a lightning claw the likes of which have never been seen before. Using the rarest of materials and technology that had been forgotten for thousands of years, the Magos of the Adeptus Mechanicus laboured for 7 years creating this most devistating of weapons. Fabricator-General Titanicus Gearhart of the cult mechanicus presented "Omnissiah's Vengeance" to Marneus Calgar, who then bestowed this great and terrible weapon of destruction to Capt. Magnus Carbohal. As the natural succesor to Marneus Calgar as Chapter Master, the unwaivering pride that is instilled into Magnus is also felt by those who serve under him. His men, though mortally wounded, continue to fight with ferocous aggression. So deep rooted is his passion for victory that has been known to enter a trance like state when his battle brothers fall on the fields of battle. When in this state of rage, it has been said that he becomes death incarnate, a blur of lightning claw and spewing forth streams of white hot promethium, moving at a pace that is unatural even for an astartes. He runs from foe to doomed foe, slicing and burning everything in his path. His unquenchable thirst for victory and his rage for vengeance worries Marneus and the other Captains, for they know that the future of the Ultramarines rests in his hands as the named future Chapter Master. If he should fall, so shall the hope and strengh of the Ultramarines.
Capt. Magnus Antonius Carbohal 200 pts.
Captain of the first company
WSBS S T I Ld A W Sv 6.....5...4..4..5.10..3...3...2+
Terminator armor
Iron Halo
confers a 4+ invulnerable save
Mechanicus crafted lighting claw "Omnissiah's Vengeance"
Any roll of 6 to hit in CC allows the wielder to make an additional attack. If any additional attacks also yield the result
of a 6 then continue rolling additional attacks until you roll no further 6's. Roll to wound as normal with all attacks that
score a hit. ( i got this from a Chaos SM fandex. LOL )
Master crafted heavy flamer "Devine Purification"
Str 5 AP 4 Assault 1
twin-linked
And they shall know no fear
Combat tactics
Independant character
Preferred enemy
Prince of Macragge
Any squad that Magnus joins is fearless.
Fury of the Fallen
If at least half of Magnus' squad is killed, Capt. Carbohal and his remaining squad have the Fleet and furious charge USR
Pride of Calgar
If Capt. Carbohal is within 12" of Marneus Calgar, he and his squad receive +1 attack in the assault phase.
Honour of Carbohal
If Capt. Magnus Carbohal should fall in battle, the model is layed down where he was killed and his body becomes an extra objective for either side to claim.
... she was supposed to have been a champion of chaos undivided, as her family was bred for the purpose, and the day she was born, she was taken and had a ritual performed to provide her a connection with the four gods of chaos.
Eventually, she ended up face to face with a chaos sorcerer of a renegade chapter who expected her (whom had had a really gakky life in the Imperium until then) to join the forces of Chaos as a new champion. Realizing that they had set the whole thing up, had been the entire reason she had suffered all this time, she instead betrayed the forces of chaos and struck down the sorcerer by forcing his psychic powers to backlash against him through sheer willpower, causing him to suffer a particularly bad peril of the warp.
However, the curse on her body was still there, and even though she and a good portion of remaining loyalist Umarans escaped the destruction (via exterminatus) of their planet, she is cursed with eternal life and youth. The reason she has the stats isn't because of innate skill, but rather centuries of practice because she can't actually die.
I say it's a curse, because she's outlived everyone she knew and loved, and she knows she'll constantly outlive everyone else she ever knows and loves. She is still quite vulnerable too-- as vulnerable as any human, to disease, hunger, pain, etc. The only difference is that when she "dies", she wakes up somewhere else, wracked in mind-breaking pain as her body literally regrows from nothingness-- usually waking up on a death world or a war-stricken world, as the chaos gods work to try to psychologically break her so that they can claim their prize (an eternally living, skilled servant), while she struggles to get back to the Imperium at large and her regiment in specific.
Long story short: Basically, she's only that skilled because she's particularly long-lived, and so she's had a lot more practice than most humans could ever possibly have.
I could change Eternal Warrior into something like a combination of Yarrick's get up rule and Celestine's resurrection rule... Like this:
Cursed With Life: If Captain Melissa Taylor is removed from battle for any reason, roll D6 at the start of each turn after. On a 6, she may be deployed from any table edge as an independent character, with all wounds restored. On a 1, she is brought back on a table edge chosen by the opposing commander, with one wound remaining. He first "death" always grants a kill point regardless of the result (no subsequent deaths grant kill points). Her retinue is not brought back in this way.
Keep in mind, if I did this, she'd lose eternal warrior, and end up being instakilled by S6 or better weapons. Or force weapons. And so on and so forth.
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2011/04/12 02:52:23
Subject: Re:Create your special characters! and give feedback on others.
I dunno what might be done for special rules but it looks good to me.
^^^ WOW! really?, alright then...NAILED IT!!! LOL
This message was edited 1 time. Last update was at 2011/04/12 02:53:32
It is the 3rd Millennium. For more than a hundred months Games Workshop has sat immobile on the Golden Throne of Nottingham. It is the foremost of wargames by the will of the neckbeards, and master of a million tabletops by the might of their inexhaustible wallets. It is a rotting carcass writhing invisibly with business strategies from the early Industrial Revolution Age. It is the Carrion Lord of the wargaming scene for whom a thousand veteran players are sacrificed every day, so that it may never truly die. Yet even in its deathless state, GW continues its eternal vigilance. Mighty battleforce starter-sets cross the online-store-infested miasma of the internet, the only route between distant countries, their way lit by a draconian retail trade-agreement, the legal manifestation of the GW's will. Vast armies of lawyers give battle in GW's name on uncounted websites. Greatest amongst its soldiers are the Guardians of the IP, the Legal Team, bio-engineered super-donkey-caves. Their comrades in arms are legion: the writing team and countless untested rulebooks, the ever vigilant redshirts, and the writers of White Dwarf, to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat from other games, their own incompetence, Based Chinaman - and worse. To support Games Workshop in such times is to spend untold billions. It is to support the cruelest and most dickish company imaginable. These are the tales of those times. Forget the power of sales discounts and Warhammer Fantasy Battle, for so much has been dropped, never to be re-published again. Forget the promise of cheaper digital content and caring about the fanbase, for in the GW HQ there is only profit-seeking, Space Marines and Sigmarines. There is no fun amongst the hobby shops, only an eternity of raging and spending, and the laughter of former employees who left GW to join better companies.
2011/04/12 02:56:57
Subject: Create your special characters! and give feedback on others.
As a side note, I just decided on eternal warrior because it's simpler, both to use and to balance out.
This message was edited 1 time. Last update was at 2011/04/12 02:57:09
The people in the past who convinced themselves to do unspeakable things were no less human than you or I. They made their decisions; the only thing that prevents history from repeating itself is making different ones.
-- Adam Serwer
My blog
2011/04/12 03:16:31
Subject: Create your special characters! and give feedback on others.
What does you guys think of Burrow and Borrow or the Ghost Lance? I made the character out to be hard to kill but in a way that is unique to anything else.
While every other model is 100% kill, War and super heavy trained and slapped with 8feet of pure muscle and energiezed with amazing warp powers. He gets things done differently.
Just an average human with an impressive aptitude for mechanics and inventing stuff. Plus he is super lucky and cowardly. Because you would throw him in with some guys. He helps out if he is brave enough with enough people to feel safe around and get him near an enemy tank and he commandeers it lol.
THE ARMIES I PLAY!
Tau
Space Wolves
Eldar
Orks
2011/04/12 03:16:34
Subject: Re:Create your special characters! and give feedback on others.
I already run my Wolf Lord similarly to this, but added 3 special rules (and upped his cost as a result). He's meant to be a close-combat monster, the drawback being that his ranged abilities are very limited:
Equipment: Terminator Armour, Greatsword, Storm Shield, Wolf Tooth Necklace, Wolf Tail Talisman
Rules: ATSKNF, Acute Senses, Counter-Attack, Eternal Warrior (Saga of the Bear), Fury of the Wolf, A Glorious Death
Rules:
Greatsword: Andilus earned his namesake from the unique sword that he wields in battle. Andilus' wields it with one hand, however it is so heavy that bionics have been fitted into his arm to take some of the weight away - surprisingly, the Wolf Lord is slowed very little by the extra weight. The Greatsword is a master-crafted weapon that can be used as either a frost blade or a powerfist. These attacks can be allocated like Logan Grimnar's Axe of Morkai.
Fury of the Wolf: Andilus is exceedingly aggressive, throwing himself headlong at opponents. Luckily, his martial prowess is all-but unmatched. Andilus' storm shield counts as an additional close combat weapon in the first round of combat (similar to Arjac Rockfist's Anvil Shield), and he gains +2 Attacks on the charge, rather than +1. However, he only gains +1 Attack when he Counter-Attacks.
A Glorious Death: If Andilus is reduced to 1 wound, he gains the Rage special rule as he attempts to bring as many enemies down with him as he can.
This message was edited 1 time. Last update was at 2011/04/12 03:19:30
Field Gen wrote:So you combined Logan Grimnar, Bloodclaws and Arjac?
Good show!
Yeah my fluff isn't very creative, I need to actually think it over sometime...
That said, he borrows some rules from characters, but he is more akin to Ragnar than Logan/Arjac. Logan is great for his force because he can confer special rules onto other units and make Wolf Guard troops choices, but Andilus is more of a straight-up character-killer/glory hound.
This message was edited 1 time. Last update was at 2011/04/12 03:34:08