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Made in cn
Screaming Shining Spear





Hagerstown, MD

S9 T8 2++

You could cost him at 1000 points and I still wouldn't let you use him just on principle. Don't use a Wagh and don't put him near your other Orks and he's unstoppable. S8 AP3 template, stupidly overpowered damaging and no risk deep strike, and a power weapon to top it off?

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in au
Frenzied Berserker Terminator






Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.


Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.


http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine





Dayton OH

I wouldn't know where to begin adding special abilities or coming up with point costs. I just play Sevesh Teel as a straight up sorceror lord. If I did make any special rules for him it would involve his aggression implants and some added combat focus. Not on the level of Mephiston but enough to indicate his origin as a World Eater

For the Emperor! Kill Maim Burn!... I mean purge the unclean!  
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

JohnnoM wrote:
Spoiler:
Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.

Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man.
Ra'den has the Fearless Special Rule as listed in the Warhammer 40k rulebook.

Scaly Skin:
Ra'den, along with all members of the Chapter have developed a geneseed mutation which causes them to have lizard-like scaly skin and lizard heads. This skin is as hard as carapace armour, and provides a last line of natural defence for the marine.
This confers the Feel No Pain special rule as listed in the Warhammer 40k rulebook.

Storm Call:
Ra'den can call upon the elements to strike his foes with lightning.
Once per game each enemy unit/vehicle is hit with d6 strength 4 hits. Vehicles are automatically glanced on a 6.



Drop his S/T to 4/4 like every other Space Marine Chapter Master and give him Eternal Warrior. If he's gonna have a 2+/3++ with Feel No Pain it's just OP to have all that on a T5 model! I think the Storm Call should have a chance to hit and maybe remove the rear glance hit. Players with Land Raiders might kick a fit when they hear that haha And not that I'm trying to over over power him, but most Chapter Masters confer a bonus onto their troops in placement of Combat Tactics(Maybe?). Obviously you don't have to follow the guidelines, but I think it's reasonable to show his prowess as a leader!

This message was edited 1 time. Last update was at 2012/02/27 13:53:37


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
Deadly Dire Avenger




Washington, DC area

felixander wrote:
Grunt13 wrote:

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable


Thanks! I added up the costs, then for every "new" rule I added on a few more points. I first got a cost that was slightly more than Eldrad, and I thought that was unreasonable, so I lowered it slightly.

I'll be giving this girl a spin soon. I appreciate the feedback.

http://beltway-gamers.com For those in the DC/MD area who are looking for a solid gaming club.

DS:80S+G+M--B+I+Pw40k97+ID++A+/e/mR+++T(S)DM+

>6500
6th Ed Eldar - 4/2/5

"The warhost on the hill was one of the most bizzare sights I had ever seen on a battlefield... Xenos, daemons and humans collected together in units together, gripping dice and paintbrushes; Orks, humans and creatures for which I had no name, clad in ancient armour and clothing; steam-powered walkers with antique-armoured assistants; and many bizarre war-machines, many of which had no purpose that I understood.
An Eldar, bizarrely dressed in a customised suit of power armour and standing on a shield borne by two servants, was carried forth out of the crowd. Raising his Daemon weapon, he shouted three abrupt words:
"Thin! YOUR! PAINTS!"
With that, every member of the warhost screamed out their own battlecry; only a few that I heard were "WOLVES FOR THE WOLF GOD, WOLVES FOR THE WOLF THRONE!", "METAL BAWKSES!", and, strangest of all, "CREEEEEEEEEEEEEEEED!". However, after a few seconds, all these shouts were replaced with a single, simultaneous battlecry:
"DAKKA DAKKA DAKKA! 'ERE WE GO, 'ERE WE GO, 'ERE WE GO!" Upon shouting this, the entire army charged down the hill, guns blazing." - extract from the report of Colonel Montague, Cadian 12th, on the "Gugalle Incident".
 
   
Made in us
Dakka Veteran







The Lost Autarch wrote:
felixander wrote:
Grunt13 wrote:

@The Lost Autarch
I would put her at around 110 points. Combat wise she is trading away her witchblade for better combat stats and a power weapon – I think that is an even wash. And 110 points seems around the price for a three powered, spirit stoned farseer.


A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable


Thanks! I added up the costs, then for every "new" rule I added on a few more points. I first got a cost that was slightly more than Eldrad, and I thought that was unreasonable, so I lowered it slightly.

I'll be giving this girl a spin soon. I appreciate the feedback.


Bel-Annath has some abilities that Dor-Fellion does not; the AP 2 one shot heavy flamer, the zone of stubbornness, the option for an adjusted force organization chart, and he gets to keep his witch blade which he uses with his better than normal farseer combat stats.

A strength 4 power weapon has the edge against marines over the witch blade, but a witch blade wounds C’tan on 2s and hits vehicles at strength 9. Trading away the witch blade for a power weapon adds a lot of flavor to the gal, but it reduces her as a threat in the game overall - it’s like trading in a lascannon for a heavy bolter. Dor –Fellion compares to a marine sergeant with a power weapon in number and strength of attacks. I might be a bit low with 110 points, but her character is basically a normal farseer that fights like a marine sergeant. 200 points seems a bit inflated for what she brings to the table. She should be lower than Bel-Annath anyway, just to account for fact that he has perks that Dor – Fellion doesn’t.

I would play test her at 150 and make adjustments on her price based on her performance in the games.

   
Made in us
Fireknife Shas'el





United States

Exalted Pariah wrote:'Ulk da Exiled

Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....

It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.

HQ

WS: 6
BS: 0
S: 9
T: 8
W: 3
I: 4
A: 3
LD: 10
Sv: 2+ invul ----- Why is this a 2++ save? Is it a one-shot save? At T8 there isn't much that can reliably take him out anyway, so a save like this is redundant.

Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap3 -------- I'm assuming you modelled this guy after the actual Hulk. In which case, sound is the only thing produced by the clap, and so should only be AP6 or even AP-
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str8 Ap3 attack. One use only. ------ So if he leaves the board, he comes back on, and if he lands/ scatters into enemy models everything gets an S8 AP3 hit? Would this be from him jumping down from a great height and landing down with great force, causing a shockwave? If so, I'd do something like every model w/in 6" takes an S4 AP- hit. As it is, you'd auto-kill every Space Marine you landed near, and as cool as that would be, it isn't back up by the fluff, nor is it reasonable, even if it is one use only.

"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting


So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?
As he is, I'd say he's an Apoc-only unit for 500 points. However, if you tone him down (like a 3+ armor save and a 4+ Invuln save, plus the other things I suggested), that'd take him down to about 300 points.
   
Made in us
Fireknife Shas'el





Interrogator Chaplain Markians
when Markians was, but a boy of 14 years, on the hive world of Antellius it fell under attack from a large Chaos warband. The warband was led by the figure of Amorthus the sorcerer of Tzeentch he was a accompanied by several marines in jet black armor who said nothing. Within a day the PDF had been swept from the defeces and some of the brave citizens were forced to fight inside the city. Then hope arrived in the form of the Dark Angels. The deatwing led by master Sentirius landed and attacked the chaos warband seeking out Amorthus. when the found him they found the figure of Markians a young boy who had bravely attacked the guard of amorthus with a squad of citizens. The warband had killed the rest of the pdf, but they could not kill Markians. Upon seeing the advancing deathwing, the black armored marines fled, as they did they killed markians father. Amorthus was slain by Sentirius.

After the battle Sentirius told the boy he would join the dark angels. He passed his initiation with distinction and showed a particular hatred of chaos and a desire to recover them. Long years saw Markian become a steadfast brother whose list of honors was long. One night he was taken aside by Interrogator-Chaplain Asomdai who with the blessings of the Inner circle inducted him into chaplains. Several years later after capturing two fallen personally (without full knowledge of who they were) hee was inducted into the interrogator chaplains. He wept bitterly at the fall of brothers he never knew.

Unlike the other Interrogator Chaplains of the Dark Angels Markians does not spend most of his time torturing the fallen rather he leads the strike teams of the deathwing that capture them. He is known for his ability to subdue any opponent. he wield the relic crozius, The Redemptive path, and the relic TDA ultionem angeli

pts:215(if you think it is low let me know i'm still working on him)

ws bs s t w i a ld sv
6 5 4 4 4 6 4 10 2+/4++

abilities Honour of the Chapter, Litanies of Hate, Seeker of the fallen, eternal warrior, independent character

wargear
The Redemptive Path-counts a as a master crafted power weapon
ultionem angeli- counts as terminator armor with a master crafted storm bolter

seeker of the fallen
part 1. if there are any fallen dark angles on the board markians and any squad or tranport he is in or attached to must move toward the Fallen as fast as possible until they can charge and subdue them.
part 2 If the fallen is deafeated by markians and his squad place an objective marker on the board this marker must be captured by the DA player by the end of the game or they lose 2 KP or 2 objectives in determining the winner. if the marker is captured it counts as a normal kp or objective

8000 Dark Angels (No primaris)
10000 Lizardmen (Fantasy I miss you)
3000 High Elves
4000 Kel'shan Ta'u
"He attacked everything in life with a mix of extraordinary genius and naive incompetence, and it was often difficult to tell which was which." -Douglas Adams 
   
Made in us
Fireknife Shas'el





United States

JohnnoM wrote:Ra'den, Chapter Master of the Storm Drakes. (salamanders successor)

Spoiler:
Ra'den was part of the Salamanders 7th company command squad. When the HLoT said there would be a new founding, the Storm Drakes were born. Ra'den started off as the Captain of the Storm Drakes 5th company, he became the oldest marine in the entire chapter for many, many years after the death of the then Chapter Master, Drogan. Everyone said that he should become the Chapter Master, and he accepted.


Ra'den, Storm Drakes Chapter Master: 250pts
WS 6 S 5 T 5 W3 I 5 A 4 Ld 10 Sv 2+3++4+++

Wargear:
Storm Blade
Articifer Armour
Storm Shield
Iron Halo

Special Rules:
Honour Scars
Scaly Skin
Storm Call
And They Shall Know No Fear

Storm Blade:
The Storm Blade is the prize of the Chapter. It is an ancient relic blade, legend has it made by Vulkan himself.
The Storm Blade is a Relic Blade that makes successfully wounded by it strike at Initiative 1 in the next round of combat. It also causes 2d6 armour on vehicles that are open-topped.


Honour Scars:
The Storm Drakes carry on with the Salamander tradition of scarification after a great victory in battle. As Chapter Master, Ra'den has Honour Scars all over his body. As such he no longer fears pain from any man. The Witchking also said that, then he got stabbed to death by a woman.


I do believe you have forgotten his BS value, sir. Also I agree with felixander. He hits in CC at S6 anyway, so dropping his S and T values to 4 wouldn't be too bad. T4 coupled with FNP then with a 2+/3++ and he's more worth the 250 points.
   
Made in gb
Neophyte Undergoing Surgeries





i have added punctuation in now

Levitas second chapter master of the blood watchmen
ws bs s t w i a sv ld
7 5 6 4 3 6 4 2+ 4++ 10

wargear
Heaven fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the watchmen- artificer armour with a in built iron halo

special rules
fearless independent character preferd enemy orks and chaos
the black eyes-levitas has inherited the black eyes that are a symbol of respect from the rest of the watchmen they normally only manifest in a member of the blood watchmen who have achieved the path of heaven- this gives levitas psychic mastery level one and the dark star power (uses dark eldar dark lance shot)

leder of the watchmen- may call in a total of D3 orbital bombardments in a single game (may not be used on the same turn)

points 275

when he was young levitas was saved by the lord watchman and was given a place in the blood watchmen
on his first mission as a scout he lost the rest of his squad to the old one eye but he managed to place his sniper rifle into its missing eye slot and fire as many shots as he could, after the mission he was asked to join a death watch mission, an inquisitor gave him an order to kill the biggest ork on the planet much to the displeasure of the members of the kill team he opened the rear ramp on the storm raven and sniped the war boss before they landed.
in the end only levitas survived the mission.

he then served anouther ten years as an assault marine before he went for a two hundred year death watch tour, when he returned he was raised to chapter champion, again he spent a few years in the death watch and when he returned the lord watchman had died and he took control of the chapter by votes of the chapter council.


if you take levitas you make take chapter champion luminious for 225 points
ws bs s t w i a sv ld
6 5 6 4 2 6 4 2+ 4++ 10

wargeer
hell fang-master crafted relic blade (strength boost already applied)
arch-angelus bolt gun-range s ap special
12 4 4 assault 4
armour of the champion- basicly the same armour that the emperor's champions wear that he was gifted by the black tempelars when he faught at their side
special rules
fearless independent character preferd enemy orks and chaos
the white eyes-like levitas luminious has advanced down the second path he has forgone heaven and concoured his own hel, -this grants him psychic mastery level 1 and the white star power
range s ap special
template 6 - assault 1 rending

back ground
born on amlon prime [recorded destroyed by inquisition]

after his sixth birthday the planet amlon was invaded by ork warlord skarguts who went ahead and slaughtered all beings he could find as if luring some force to the planet, when 2 weeks went by after the ork laughed in the air at the puny hummies one of his mega nobz fell to the floor a single wound to its face, the warlord looked at the direction he saw a crimson armoured terminator holding a bolter a sword in the ground as he drooped the bolter he picked the sword up and bellowed into the air.

"ork face me in single combat lets see if you are as strong as you say."

"who are you to challenge me hummie."

"i am the lord watchman leader of the blood watchmen" as he said this the ork roared with delight.

"i knew if we attacked your worlds you would appear."

as the warlord ran forward and arrived at a clearing the lord watchman was sat their waiting for him.
as the fight began movement caught the warlords eye and he shot with his big shooter, a scream hit the watchman's ears as he saw a woman holding a child fall to the ground.

"pathetic humie cant take a bullet."

as he spoke he turned to see a light erupt around the watchman's sword

"you coward she was defenseless" as he spoke flames erupted from his sword "you have forced my hand, hell dart is hungry now."

as the ork lunged out with his power claw the watchman grabbed he claw from the side and cut the ork and severed its left arm and leg, though the ork activated a transporter device he vanished as did the majority of the orks.

as he went to the woman she was barley able to move.

"i am sorry" as he spoke she passed him the child "i will protect him with my life" as he spoke he saw his marines take out the remaining orks.

ten years later the boy entered the scout company lead by philateties who kept a close eye on him.

he was recorded with nearly twenty thousand kills with his sniper and double that with a chain-sword, the biggest foe killed was a dominatrix he strapped twenty melta bombs too while it was fighting philateties.

after 30 years he was an accomplished space marine in the service of the third company the archangels, he served under sergeant veron who he served with in many campaigns lead by the blood watchmen, of which crusade amlon beta was his most accomplished with a score of nearly 300 ork kills and 100 traitor kills
where he saw his older brother for the first time since he had been taken to become a marine by the man known as airman for his psychic potential, as veron was killed by the brother luminous picked his sergeants sword up and fought his brother and would have lost until a glaive encarmen pierced his chest and stood their was a sanguine guard.

as luminous looked around he saw the lord watchman fighting alongside commander Dante against a blood thirstier.

as he saw a red being walk behind the two chapter masters he rushed forward and activated his jump pack landing before the skull taker. drawing his chain-sword in one hand and the power weapon in his other and clashed about ten meeter's away from Dante and his chapter master.

he knew he could not win but he still fought with his all, as he was about to get killed by the daemon a psycher kicked the daemon away and standing there offering luminous a hand was the lord of death, chief librarian mephiston who smiled at the marine and said one word

"nice attempt but this is no job for a novice" as he said this the daemon was assaulted by the librarian, as he did he saw the marine join him and with each move he matched mephiston with grace and speed using his jump pack as an extra speed boost to dodge the attacks of the daemon, while mephiston pounded the daemon, after an hour the daemon was killed by two blows one from the librarian to its head the other by luminous to its chest

at the end of the battle Dante saw his chief librarian talk openly to the marine a sight that he found most strange but he then saw the boys face and looked at the watchman.

"he is from amlon prime" as the watchman spoke Dante looked at him "he was the only survivor i could save."

as he spoke a sanguine guard walked forward holding an Angeles boltgun and gave it with an armour piece and to luminous.

as the blood angels left an inquisitor walked towards the lord watchman, "may i ask that you let the marine there serve as part of a kill team under the watch of the ordo xeno."

"ask him not me it is his choice to make."

after serving in the death watch with levitas he was promoted to champion when levitas became chapter master


This message was edited 3 times. Last update was at 2012/02/27 18:10:02


 
   
Made in gb
Perturbed Blood Angel Tactical Marine





Brother Captain Derek "the mighty"

300 Points

WS 7
BS 7
S 7
T 6
W 4
I 7
A 6
LD 10
SV 2+

Wargear
Plasma pistol, artificer armour, iron halo, frag and krak grenades
God slayer: It was with this sword that Derek killed the swarm lord. God slayer is a m aster crafted power weapon
Orbital barrage: once per game choose one enemy unit. Place a large blast template over a model. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
And they shall know no fear, independent character, fearless, preferred enemy: tyranids, Furious charge
Unfulfilled destiny: if Derek loses his last wound roll a D6 and refer to the table below.
1 or 2: destiny fulfilled: all units lose 1 LD
3 or 4:"you will have to try better than that...” place Derek back with one wound and a 3+ save
5: "it's not that easy": replace Derek with D3 wounds and 3+ save
6: "now you’ve made me angry...” replace Derek with D3 +1b wounds and with +1 A S and T

There is a legend. A legend that in the imperiums darkest hour a hero will rise. A hero greater than any other. It is said his name will be Derek the mighty. Derek was born on Baal Secundos in 955.M41. At the age of just 16 he travelled to angel falls. He rose through the ranks of blood angels and became tactical sergeant after just 3 years. That is when the Tyranids came. They attacked in the dead of night thousands of Mycetic spores fell to the ground of the forge world Aldrus. Derek’s squad was one of the many to give aid to them. Within minutes the swarm lord charged Derek’s squad. The beast wiped out Derek’s squad. Only Derek stood staring without fear into the beast’s eyes. Derek sliced at the chest of the beast. The swarmlord screamed in pain. The swarmlords bone sabres came down on Derek but he dodged out of the way and fired point blank into the infernal beasts head. After the battle Derek had a vision. In his vision a golden angel told Derek that he had a destiny. He made Derek swear to fulfil this. When he awoke from the vision he found he had been blessed with godlike strength. After this he soon reached the rank of captain. After many years of service Derek feels that his destiny may soon be fulfilled. Meanwhile tendrils of the hive fleets are approaching holy Tera...

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in ie
Mutated Chosen Chaos Marine





Only problem I would have with Derek is his 2/3 chance to return alive repeatedly. If he rolls multiple sixes, do the bonuses stack? Does the 1-2 result affect enemies? Does the ability work multiple times?

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 ca
Dour Wolf Priest with Iron Wolf Amulet






Canada

thestormlord wrote:Brother Captain Derek "the mighty"

300 Points

WS 7
BS 7
S 7
T 6
W 4
I 7
A 6
LD 10
SV 2+

Wargear
Plasma pistol, artificer armour, iron halo, frag and krak grenades
God slayer: It was with this sword that Derek killed the swarm lord. God slayer is a m aster crafted power weapon
Orbital barrage: once per game choose one enemy unit. Place a large blast template over a model. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
And they shall know no fear, independent character, fearless, preferred enemy: tyranids, Furious charge
Unfulfilled destiny: if Derek loses his last wound roll a D6 and refer to the table below.
1 or 2: destiny fulfilled: all units lose 1 LD
3 or 4:"you will have to try better than that...” place Derek back with one wound and a 3+ save
5: "it's not that easy": replace Derek with D3 wounds and 3+ save
6: "now you’ve made me angry...” replace Derek with D3 +1b wounds and with +1 A S and T

There is a legend. A legend that in the imperiums darkest hour a hero will rise. A hero greater than any other. It is said his name will be Derek the mighty. Derek was born on Baal Secundos in 955.M41. At the age of just 16 he travelled to angel falls. He rose through the ranks of blood angels and became tactical sergeant after just 3 years. That is when the Tyranids came. They attacked in the dead of night thousands of Mycetic spores fell to the ground of the forge world Aldrus. Derek’s squad was one of the many to give aid to them. Within minutes the swarm lord charged Derek’s squad. The beast wiped out Derek’s squad. Only Derek stood staring without fear into the beast’s eyes. Derek sliced at the chest of the beast. The swarmlord screamed in pain. The swarmlords bone sabres came down on Derek but he dodged out of the way and fired point blank into the infernal beasts head. After the battle Derek had a vision. In his vision a golden angel told Derek that he had a destiny. He made Derek swear to fulfil this. When he awoke from the vision he found he had been blessed with godlike strength. After this he soon reached the rank of captain. After many years of service Derek feels that his destiny may soon be fulfilled. Meanwhile tendrils of the hive fleets are approaching holy Tera...


Wowwwwww... just everything about this is overpowered, and 300pts is still too cheap. I'd make the following changes...

Points Cost: 230pts
WS 6
BS 5
S 4(6)
T 4
W 3
I 5
A 4
LD 10
SV 2+

Wargear
Plasma Pistol, Artificer Armour, Iron Halo, Frag and Krak grenades
God Slayer: It was with this sword that Derek killed a Hive Tyrant. God Slayer is a two-handed, master crafted power weapon which adds +2 to his Strength (added to his profile).
Orbital barrage: Once per game choose one enemy unit. Place a large blast template over a model and roll to scatter like a normal orbital barrage weapon. All models underneath take D3 strength 10 AP 1 hits.

Special Rules
ATSKNF, Independent Character, Fearless, Preferred Enemy: Tyranids, Furious Charge

Unfulfilled destiny: if Derek loses his last wound roll a D6. On a 5+, he rises back to his feet with D3 wounds remaining.

(I'm not even going to touch the Marty Stu fluff)

   
Made in gb
Perturbed Blood Angel Tactical Marine





Durza wrote:Only problem I would have with Derek is his 2/3 chance to return alive repeatedly. If he rolls multiple sixes, do the bonuses stack? Does the 1-2 result affect enemies? Does the ability work multiple times?

Good point. Probably not stacking but can be used multiple times.

In the grim darkness of the 41st milenium thiere is oly the great a'tun. http://www.dakkadakka.com/dakkaforum/posts/list/0/446089.page#4212386
 
   
Made in gb
Renegade Inquisitor de Marche






Elephant Graveyard

Andilus Greatsword wrote:
(I'm not even going to touch the Marty Stu fluff)

Agreed...

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 gb
Ichor-Dripping Talos Monstrosity






That thing needs some serious rebalancing.
I assume it's standard infantry.

I have a S/T8 Gargantuan Creature that costs about the same, yet it's easier to kill than this, and won't do as much damage.

Ignoring it's a regular marine with T6, on top of it being REALLY hard to kill in the first place (2+ / 4+* with T6 and 4 wounds O-o) it has a 2/3 chance of gettting back up again and a 1/6 chance of getting up and being EVEN HARDER.

It also has an autohitting Str10 AP1 large blast attack, that's going to average out at 10 instant deathing wounds.

I feel this should be at least the 400-500pt mark, and an Apoc unit.

   
Made in gb
Guard Heavy Weapon Crewman





London, UK

Andilus Greatsword wrote:
(I'm not even going to touch the Marty Stu fluff)


This

DR:90S---G-M--B--IPw40k12--D+A+/aWD284R---T(F)DM+
Footsloggers, the PBI
Fast and deadly, like a cobra with opposable thumbs 
   
Made in us
Tail-spinning Tomb Blade Pilot




New York, USA

McNinja wrote:
Exalted Pariah wrote:'Ulk da Exiled

Warlord 'Ulk da Smashas' Waagh was attacking a planet defended by the IG and was being used by the Mechanicum to test out recently uncovered Archeotech. Seeing no other option to stop 'Ulk from overrunning the facility, the admechs used the tech against the orks....

It wasnt the blastiest bomb 'Ulk had seen da 'umies use, nor da loudest, but it was da most killy, too killy even. All da boys died they say, all dem 'umies too, but not 'Ulk, he got stronger, but not bigga, some say hez da strongest of da orkz, but da 'fing is, hez not da biggest, dat make 'em unorky, so some orkz tried to kill'em, but he krumped 'em. Wherevea he goes dis' appens, some say his WAAAGH! is so loud it makes da planet crack an' kills da orkz but'em, wif no chance da fight back even! Some even say Gork and Mork abandoned 'em and da ork dat kills 'em will get BOTH of 'em to make dem even bigga den Ghazgull 'emself! So hes a freeboota, other freebootas try to kill 'em, or fight with 'em so theyz can stab 'em in da back, but it dont work, so he killz dem or dey leave so he dont smash 'em.

HQ: 300 pts

WS: 6
BS: 1
S: 9
T: 7
W: 3
I: 4
A: 3
LD: 10
Sv: 3+ ar 4+ invul
Rules:
"'Ulk SMASH!" : all of 'Ulks attacks are Ap2
"Un-Orky": Any ork within 6"(even if they only move THROUGH THE RADIUS, this applies to models not whole units) of 'Ulk attacks him until they or he is killed.
"Madder 'Ulk gets, stronger 'Ulk gets!": For every wound on him, he gets an extra attack.
"Strongest there is!": Roll a D6 at the beginning of every turn, if the die is lower than the current turn number, 'Ulk decides he has proved his strength and heads toward to nearest table edge(if more than one edge is equi-distant, roll a scatter die and which ever its closest to, of the equi-distant edges) at the speed of 12" a turn any cover/terrain(he run through walls) is ignored, any units(friendly or enemy) he comes across attack him in melee(he attack back) but only orkz(friendly or enemy) stay stuck in, trying to be the one who kills him
"Thunder clap": he claps his hands hard and its a flamer template attack, str 8 Ap6
"Jump": he leaves the board, next turn he deepstrikes(mishaps on terrain scatter until it is off terrain) scatter into units moves the models to give 'Ulk room to land and everything within 6" gets hit with str4 Ap- attack. One use only.

"WorldBreaker": When 'Ulk calls a WAAGH! the effect is the same as Ghazgulls, except, the orkz fighting on his side are so terrified that he'll make the planet break and kill them without being able to fight, every ork unit not in melee at the end of the turn its called must take a morale check on the highest morale STAT in the squad(so no using the number of boys as Ld) EVERY. TURN. until they are in melee(any turn after the WAAGH! is called, any ork unit not in melee at the end of the turn takes a morale check) IMPORTANT: Orkz wo fail a morale check because of worldbreaker may take the same number of wounds(no allocation) as they failed the check by(wounds are NOT saveable!) because the orkz figure killing each other still counts as fighting


So hes strong as hell, but can hurt your army almost as much, if not more, than the enemy. Not sure what his points cost should be though, thoughts, opinons?

----- Edited: Much thanks to McNinja for the feedback

This message was edited 1 time. Last update was at 2012/02/28 07:06:27


"Surrender and Die."

"To an Immortal, to one among a legion, honor and your word are all that matter" - Phaeron Orionis of the Brotherhood

W-L-D
6-1-3 
   
Made in gb
Ichor-Dripping Talos Monstrosity






'ulk should be BS1, because he technically has a ranged attack, and BS0 means unable to do that skill.

   
Made in us
Fireknife Shas'el





United States

I'm bored, so I made up a chapter (Salamanders successor Chapter) called the Forge Knights (or Forgeknights, or Knights of the Forge, I'm not sure which is better). This is the Chapter Master, Arakor.

Forge Knights: The Forge Knights are a rather successful successor Chapter of the Salamanders. Like the Salamanders, they have an unusually high amount of Techmarines, and each battle-brother is fully capable of not only repairing his own equipment, but more often than not finds ways to improve upon his armor. While the Chapter Master, Arakor, has no problem with this, the Adeptus Mechanicus did. To put it lightly, the Mechanicus lost their fudge when they discovered that both the Techmarines and Battle-brothers alike were violating their sacred armor and even their ships with unique adaptations. This created much conflict early in the Chapters history, as the stringent Mechanicus threated the imaginative Forge Knights. It was not until the Salamanders Chapter Master himself stepped in that the Mechanicus let up. Eventually, both Vulkan and Arakor managed to convince the Mechanicus to sanction the Forge Knights and their creations. However, this came at the cost of being required to have an Adeptus Mechanicus agent present on every ship in the Forge Knight fleet that contained Space Marines. While Arakor was hesitant to let his own Chapter be spied on, he saw that this was the only way to get the Mechanicus off of his back.

Since then, the ingenuity of the Forge Knights has proven to be a boon to their efforts in defeating the foes of mankind; specialized teleport homers, new armor, and new weapons have all been created by the Forge Knights, although much of them may never see the light of day (because even though the Mechanicus has agreed to sanction their creations, they are by no means required to allow the Forge Knights to use them). A few of the Forge Knights most brilliant minds have even attempted to modify the Gellar fields for use outside of the Warp, acting as a sort of push/pull mehcanism against warp anomalies that manifest themselves in realspace, allowing to Forge Knights incredible speed outside of Warp travel. This alone has gotten the attention of the Mechanicus, and if anything the Forge Knights ever create were to see usage through the Imperium, it just might be this.

The Forge Knights also tend to dismiss the "religion" of the Mechanicus, instead naming their technology using their own conventions mixed in with standard equipment terms. This is frowned upon, of course, but the Forge Knights give nary a damn.

Archknight Arakor, Chapter Master of the Forge Knights..........................................................190 points
Compared to every other Space Marine, Archknight Arakor is a wimp. Due to a genetic flaw, he is not as strong and nowhere near as tough as even untrained Space Marines. What he is, however, is fast. Absurdly fast. It is strange, then, that Arakor's weapons of choice are weapons of similar size and shape to Thunder Hammers, known to many as a "really heavy weapon" and not something a relative weakling like Arakor should be able to even pick up. However, this is where the upgrades come in: Arakor has attached Suspensors to each hammer, making them far lighter. It is only because of the suspensors that Arakor is able to wield his hammers with such brutal efficiency and speed.
-----------------------------------------------------------
WS:6 BS:5 S:3 T:3 W:3 I:8 A:4 Ld:10 Sv: 3+

Composition: 1 (Unique)
Unit Type: Infantry (Character)
Wargear: The Kings of Death, Voidforged Armor

The Kings of Death: The Kings of Death are two large hammers sheathed in a powerful energy field. They count as Relic Blades that roll an extra d3 when rolling to penetrate vehicle armor.

Voidforged Armor:This special suit of armor is thinner than normal power armor, but just as strong. it confers a 3+ Armor save. On its back is a small device that purpose produces an effect similar to (but not exactly like) a Grey Knight's Shrouding power. Any model or unit attempting to shoot at Arakor must do so with -1 to their BS. Units or model attempting to shoot at Arakor from a rage greater than 36" must do so with -2 to their BS. Arakors armor is also equipped with a miniature Teleport Homer.

Special Rules: Counter-Attack, Agile, Fleet, Move Through Cover, Independent Character, Combat Tactics, Chapter Tactics, And They Shall Know No Fear, Orbital Homer Drop

Agile:Arakor is an incredibly speedy individual, able to dodge blows, and on occasion bullets, with ease. Arakor has a 5+ Invulnerable save when being shot at and a 4+ Invulnerable save in close combat, neither of which can be removed or re-rolled (they represent him dodging blows, not an energy shield). in addition, Arakor counts as having Defensive Grenades and he counts Dangerous Terrain as Difficult Terrain. Also, due to his incredible speed, Arakor gains +2 Attacks when he charges or Counter-Attacks.

Chapter Tactics: If you include Arakor in your army, all of the units in your army lose the Combat Tactics special rule. Instead, all units (including Arakor) gain the Deep Strike special rule, and may Deep Strike even if the mission being played normally does not allow it.

Orbital Homer Drop: Since collateral damage means something to the Forge Knights, they have opted for a much more precise tactic: shooting teleport homers onto the surface of the planet and teleporting troops in. Once per turn, during the shooting phase, Arakor may command a Teleport Homer to be placed anywhere on the field. A Teleport Homer may not land within 4" of an enemy unit. Keep in mind that Teleport Homers must be on the field before their effects come into play. Arakor does not have to be on the field to activate this ability.

And you thought all Reserves armies were... actually, you probably didn't. You could start the game with no units on the field, fire a teleport homer somewhere advantageous, then have some men come in. What'cha think?
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in se
Ferocious Black Templar Castellan






Sweden

Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in hu
Deadly Dark Eldar Warrior





Hungary, Szeged

AlmightyWalrus wrote:Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


more op than mine and cost less. I'd say no.
and whats with this japanese? its as if i were to name my USC's items in hungarian. Like wrathblade: Haragkard, sanctity armor: szentséges páncél. i mean c'mon XD

This message was edited 1 time. Last update was at 2012/02/28 12:32:52


For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in cn
Screaming Shining Spear





Hagerstown, MD

Spoiler:
AlmightyWalrus wrote:Since I got a whopping 2 answers in my dedicated thread, I might as well post it here:


Saint Amaterasu - 200 points

[i]Saint Amaterasu is an HQ choice in any Sisters of Battle army list[u].

WS BS S T W I A Ld Sv
6 5 3 3 4 5 2 10 -

Wargear:
Kusanagi-no-Tsurugi, Yata no Kagami, Yasakani no Magatama, Infernus Pistol, Frag & Krak Grenades

Special Rules:
Independent Character, Fearless, Eternal Warrior, My Faith Is My Shield!, Solar Grace

Wargear:

Kusanagi-no-Tsurugi: This sacred blade predates the Adepta Sororitas, and indeed the Imperium itself. Rumours claim that the Emperor himself wielded this blade during the wars that unified Terra and brought about the Age of the Imperium. The Kusanagi-no-Tsurugi is a power weapon that allows the wielder to reroll all failed wounds and bestows the Rending USR on any attacks made with it. Any unsaved wounds taken from this weapon cause Instant Death.

Yata no Kagami: This highly polished armour acts as a beacon of sorts, shining in places where no light should exist, inspiring all who look upon it. This allows all units with the Shield of Faith special rule within 6" of Amaterasu's unit to increase the Invulnerable Save granted by Shield of Faith to 5+. Furthermore, by spending a Faith Point and passing the test, any unit with the Shield of Faith special rule within 12" of Amaterasu may increase this save to a 4+ for the rest of the game turn. This test is taken at the start of the owning player's turn.

Yasakani no Magatama: This bead is carved out of the same material as the Null Staves commonly carried by some Inquisitors. The bead is a polished black, with a greenish hue. No psychic powers affecting any unit within 6" of Amaterasu or which originates from within 6" of Amaterasu may be cast.

Infernus Pistol: Read the flippin' manual!

Special rules:
My Faith Is My Shield!: With her complete belief in the Emperor's protection, Amaterasu has no need for mundane protection. Any wound taken by Amaterasu can be nullified on a successful leadership test. Should a double one be rolled for this test, any enemy units within 6" of Amaterasu must immediately take a pinning test at -1 leadership as Amaterasu's faith manifests in a glowing halo of power.

Solar Grace: Amaterasu, and any unit she is attatched to, benefit from the Relentless USR. Furthermore, any enemy wishing to declare a charge against Amaterasu or her unit has to charge as if through difficult terrain. Note that this does not actually count as difficult terrain, so the enemy would still strike in normal initiative order, regardless of whether they are equipped with grenades or not. Furthermore, Amaterasu adds +1 to any Acts of Faith she or her unit attempts, just like a normal Canoness.


Can't complain abou it being op if you play a SoB army. Poor army doesn't even get a real dex hahah

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





Hungary, Szeged

felixander wrote:
Can't complain abou it being op if you play a SoB army. Poor army doesn't even get a real dex hahah

look up mine its a few pages back. It's less op and cost more, but still needs a bit of work on the price, just dont know how meny to add

For he who can make the enemy unable to hit back only wins the battle.
For he who makes an entire army unable to attack, wins a war. Stay in cover where you get 2+  
   
Made in us
Dakka Veteran







enfernux wrote:
felixander wrote:
A Farseer with those powers and wargear is 175. A S4 power weapon is something I'd trade my Witchblade for anyday! And if PU wanted to play a clown army this'd definitely be your gal! I believe 200 is more than reasonable

for 200 giveing it a +1S PW w rending vs vehicles and a reroll on D6's and +1A and +1WS is just to undercost to me.


Farseer Bel-Annath is a special character in IA 11. He is an autarch/farseer and comes to 175 points. My last reply was given under the impression that this was the 175 point farseer felixander was mentioning when I replied with his abilities – now I realize that felix was likely adding up from a baseline farseer.

Dor-Fellion is basically a parody of this character with her own themes established, but is not more impressive than the original who has a lot more useful abilities. It’s like if a dark eldar player created a character that was just like Duke Silscus but changing his blast pistol and serpent’s bite for a splinter pistol and agonizer and dropping the contraband and low orbit raid rules while giving him some traits and equipment that doesn’t account for what was removed from the original character - the gyrinx is just a 5 point piece of wargear in the IA 11 corsair codex for example. Considering that Farseer Bel-Annath could be used in a game instead of Dor-Fellion, bringing everything she brings to the table and more at 175 points I think 200 points is pretty high request.

When pricing the siliscus inspired character do we say, “Well this is basically a toned down siliscus so he shouldn’t cost more than the original, or do we start at an archon, adding points for each trait till we have a point value higher than siliscus’s 150? Both are valid methods, but when the proposed character is mirrors an established character as Dor - Fellion mirrors Bel-Annath I think it is appropriate to use the established character's pricing as the baseline rather than a generic version.

@Exalted Pariah
I would leave the Ulk out of standard games and focus on making a particular scenario where the Ulk is facing an entire army by itself. That is how it usually is with the Hulk. A while ago I was thinking of doing something along those lines with a Godzilla inspired monster. That way you could have rules for how normal gunfire can effect the Ulk by distracting it while bigger guns are leveled at it, and so on; without worrying about the Ulk dominating a normal game.

   
Made in gb
Been Around the Block




More dakka!

More dakka named himself thus for his love of dakka. This isn't no normal ork he's da big cheese of dakka!

Ws. Bs Str. T. W. I. A. Ld. Sv
4. 2. 5. 5 4. 2. 2. 8. 4+.



Special rules

More dakka:

Any ork gun may be upgraded to fire an additional shot for +5 points. This is culmitive with the more dakka upgrade for flash gitz.

Mob rule

Waaagh!


Wargear:

Ultamate dakka gun:

Str. Ap. Type.
7. 6 Heavy 10 rending

special: this cannot be upgraded by More Dakka's more dakka rule.


Eavy armour

Power klaw




   
Made in gb
Ichor-Dripping Talos Monstrosity






How many points is boss dakka meant to be?
And what range is the udg?

   
Made in gb
Been Around the Block




Udg = range 36"

points 170
   
Made in us
Regular Dakkanaut




Here's an character that I thought of a few days ago.

“The Exsanguinator” Atellus……………... 235 pts
Insert Name WS: 6 BS 5 S: 4 T: 4 W: 3 I: 5 A: 3 Ld: 10 Sv: 3+
Unit Composition: 1 (Unique)
Unity Type: Jump infantry

Wargear: Artificer Armour, Frag and Krak grenades, Nero’s Bloodrazor (Pair of Lightning Claws), Jump Pack, Iron Halo

Special Rules:
And They Shall Know No Fear, Independent Character, Thirst for Destruction, Descent of Angels, Divine Intervention

Divine Intervention: As per Heroic Intervention. Atellus may either be attached to a vanguard veteran squad to allow the squad to do Heroic Intervention, or he may be attached to a squad with Jump Packs to use Heroic Intervention. Independent Characters that is attached to the squad with Atellus may also be allowed to use Heroic Intervention with the squad.
Thirst for Destruction: As per rule in the Blood Angels Codex. If Atellus does not get red thirst after rolls for Red Thirst have been done. On the 2nd turn and beyond, before any movement has been done, roll a d6, if it’s a 2 or lower, then he gets the effects of Red Thirst. The requirement to gain Red Thirst lowers by 1 (3 or lower by controlling player’s turn 3 and so on). If Astorath the Grim is deployed, then if he does not get Red Thirst after rolls have been done, then he gains Red Thirst on a 4 or lower on a D6. If Atellus was attached to any squad, they also get gain Red Thirst upon Atellus gaining Red Thirst. In addition, the squad he attached to gain Fleet.

Bloodrazor of Nero: Passed on from his previous Captain, these pair of Master-crafted Lightning Claws was given to him for him to lead his brothers to battle. In assault, whenever a 6 is rolled on wounding [deciding if rerolling failed wounds would trigger this or not], he deals two wounds instead of one.


Atellus’s legacy started back as a simple scout in the 10th Company during the late Horus Heresy. He was known among his brothers that he once broke his sniper rifle in half in response to traitor marines charging at him. He does not say much about his past, but the Heresy he said, “Was the worse time for me to be a Scout.”

As centuries pass on, he developed the preferences of charging head at his enemies while flying high in the skies to drive on his enemies. At times, he suffered the Red Thirst from time to time, without him realizing his fury and zeal came from the Red Thirst himself. At one point, Astorath directly visited him, and simply looked at his eyes, “I can tell if one has the black rage coming or not, but it’s not clear within your eyes. Let us hope it does not come soon.” Not sure of what Astorath said to him, he put aside his doubts and don his armor and readied his weapons.
In a battle against the World Bearers, Atellus was assigned to lead a vanguard squad to do an intervention to support the 2nd company captain and his brothers. Upon arriving to the ground, he witnesses the captain dying to the chaos lord by his foul warped weapon. As the Captain arrived to the ground lifeless, Atellus quickly called the charge to destroy the Chaos Lord. Faced with the additional wave of Berzerkers, the vanguards attempted to ignore them, but they were cut down by the relentless Chainaxes hitting everywhere. Only Atellus was able to go through the wave of Berzerkers and charged at the Chaos Lord. The both the Lord and Atellus fought at the same time, dealing blows to each other. They both parried almost every attack, except for the last. Upon the last, the Lord smiled in frenzy, but realized that Atellus was alive, and saw his demise of Atellus’s lightning claws going through him, and the warp took the lord away from this world. As for Atellus, he fell after the body disappearing to the warp.

After the battle, Astorath visits Atellus again, “I see into your eyes, and I still can’t see the black rage in your eyes. Why is that?” Astorath leaves the room, making Atellus still wonder if the Black Rage is waiting. After his recovery, he was given the honour to be the Captain of the 2nd Company, and granted lightning claws from the lost past.

   
 
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