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Made in us
Liche Priest Hierophant






I'd say lower Gragstrakk's BS, Init and Wounds to 2. No real reason for him to have more- that way, he's basically on a Nob/Big Mek statline. He doesn't need the Initiative or Wounds, because he shouldn't be in CC that often, and he doesn't need the BS because of the Sharpshooter rule (which, by the way, is way cool).

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

If yer an Ork, why dont ya WAAAGH!!

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






AL

Elrich Gliscayn, The Eternal Hunter

Old even among the Eldar, he left his brethren in disgust long before the Fall in order to sustain what he felt was the duty of the Eldar, to extinguish the Necron menace from the galaxy. Long has he hunted these soulless creatures, destroying several slumbering tomb worlds and successfully delaying the awakening many others. Even now as the Necron menace awakens, Elrich scours the galaxy for tomb worlds, crippling as many tomb worlds as he can before the Eldar race faces their inevitable reckoning.

(Not sure what to put for point cost)

WS6 BS5 S3 T3 W3 A4 I7 Ld10 Sv5+

Special Rules:
Independent Character
Dodge: With heightened reflexes and milenia of experience, Elrich is capable of predicting his opponents next move and dodging them. He benefits from a 4+ invulnerable save.
Fleet
Ancient Rivalry: Elrich has long battled against and studied the Necrons thus understands this opponent very well. Elrich and all pathfinders in an army containing Elrich benefit from Preferred Enemy: Necrons.
Stealth
Ancient Hunter: Elrich knows when it's time to strike for the kill and when it's time to let his prey, persay, bleed out. At the end or start of the assault sub phase, Elrich may move 2D6" away from combat (if he is in any) on a roll of 3+.

Wargear:
Lance of Kurnous: An ancient rifle that legend says the Eldar God Vaul crafted for Kurnous (Eldar God of the Hunt), It is as beautiful a craftsmanship as it is deadly and its deadliness is only multiplied in the hands of Elrich. The Lance of Kurnous has the following profile:
Range: 36" S:X AP:3 Type: Assault 2, Sniper (wounds on a 4+)
Blades of Kurnous: An ancient pair of long hunting knives rumored to have belonged to Kurnous, Elrich uses them with dazzling efficiency when he is forced into close combat. These blades have the following profile:
S:X(Poisoned 4+) AP:- Rending (6+) These blades do not grant Elrich an additional attack upon what his profile dictates.

This message was edited 2 times. Last update was at 2012/08/15 00:02:59


Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in us
Numberless Necron Warrior





USA

High Halvard Barak (or Javed Tarek which translates to Eternal Protector) - 195 Points

Ws 6
BS 4
S 5
T 5
W 3
I 2
A 3
LD 10
SV 2+

Composition:
-1 (Unique)

Unit Type:
-Infantry (Character)

Wargear:
-Sempiternal Weave
-Phase Shifter
-Warscythe
-Mindshackle Scarabs

Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and

any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.

Barak may take a Catacomb Command Barge as a Dedicated Transport.

I didn't put his background becasue it goes together with my own Dynasty's History and I didn't want to have a really long post on here.

This message was edited 2 times. Last update was at 2012/08/15 01:46:02


They told me I had too many guns, I disagreed. 
   
Made in us
Daemonic Dreadnought






AL

Chaos Santa wrote:High Halvard Barak - 195 Points

Ws 6
BS 4
S 5
T 5
W 3
I 2
A 3
LD 10
SV 2+

Composition:
-1 (Unique)

Unit Type:
-Infantry (Character)

Wargear:
-Sempiternal Weave
-Phase Shifter
-Warscythe
-Mindshackle Scarabs

Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and

any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.

Barak may take a Catacomb Command Barge as a Dedicated Transport.



Why WS6?

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in au
Alluring Mounted Daemonette





Melbourne

King Pariah wrote:
Chaos Santa wrote:High Halvard Barak - 195 Points

Ws 6
BS 4
S 5
T 5
W 3
I 2
A 3
LD 10
SV 2+

Composition:
-1 (Unique)

Unit Type:
-Infantry (Character)

Wargear:
-Sempiternal Weave
-Phase Shifter
-Warscythe
-Mindshackle Scarabs

Special Rules:
-Independent Character
-Ever Living
-Phaeron
-Reanimation Protocols
-Night Vision
-Shroud Emitter-Barak is able to emit a shroud of darkenss like on Dowyn Kelar.Useable only at beginning of his Movement Phase.This gives him and

any unit he is attached to a 4+ or 5+ cover save (haven't worked out if 4+ cover saves is too much) till his next Movement Phase then not useable till the following movement phase.Useable in a vehicle.

Barak may take a Catacomb Command Barge as a Dedicated Transport.



Why WS6?

There is precedence for it, look at Obyron

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in us
Numberless Necron Warrior





USA

CalasTyphon216 is right, it fit with his background to make him like Obyron but better for certain reasons.

They told me I had too many guns, I disagreed. 
   
Made in us
Daemonic Dreadnought






AL

Just looking for your fluff reason why he has a high WS

Gods? There are no gods. Merely existences, obstacles to overcome.

"And what if I told you the Wolves tried to bring a Legion to heel once before? What if that Legion sent Russ and his dogs running, too ashamed to write down their defeat in Imperial archives?" - ADB 
   
Made in au
Regular Dakkanaut




I made some changes to my Teraforce Chapter characters on page 44. Hopefully they will bring balance or make them better.

- Adamas: Fulgurite now has the Instant Death special rule.
- Maraad: His "Force Shield" ability (re-rolling a failed Invulnerable save) can only be attempted once per turn.
- Xayaan: Swapped out Furious Charge for Crusader (both the latter and Fleet look like they would work well together).
- Daelo: Changed the name of his Anrakyr-like ability from "One with the Machine Spirit" to "Mechanum Technopathus".
   
Made in us
Numberless Necron Warrior





USA

Just looking for your fluff reason why he has a high WS


To make a long story short he was a bodyguard for the C'tan, the Nightbringer.

They told me I had too many guns, I disagreed. 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

I have only supplied a single ACTUAL character that I planned on using to this thread and wanted to put in more and was thinking "What can I make that we haven't seen yet..."

Duurg is an especially friendly Ogryn who has seen more years of service than many would believe. He has died and been rebuilt multiple times but maintains his almost childish friendliness off of the battlefield. He likes long walks on the beach, poetry, kittens, pulverizing anything near him in a fit of rage, and Frank Sinatra.

Duurg
120 points (math below)
WS4 BS2 S5 T6 W4 i1 A3 LD6 S4+

Duurg may be added to a single Ogryn squad

Wargear:
Duurg's "Sharpshooter": Duurg has long prided himself on being the best shot of anyone he meets (as no one will disagree) and carries a specially modified Ripper Gun to meet his "superior accuracy" as well as being outfitted with a powered bayonet:
Range: 12" S: 4 AP: - Assault 2, Blast
and the following melee profile
Range: Melee S: +1 AP: 4 Two-Handed
Extensive Cybernetics: Duurg has died more times than he can count and been pieced back together (Granted, he can only count to 3). The extensive cybernetics and bionics networked together to hold him together have been set to induce a serious burst of furiosity as well as regenerate wounds for the aging Ogryn. These grant Duurg Feel No Pain and It Will Not Die as well as +1i and +2A on the charge instead of the standard +1 A for charging.
Improved Flakk Armor: Supplying him with a 4+ armor save. (I didn't want to give him Carapace armor because I just felt like that wasn't fitting)
Frag Grenades

Special Rules:
Unique, Character, Stubborn, Extremely Bulky (or whatever it's called that takes up 3 slots)
A Leader In the Herd: While Duurg is not a Bone 'ead he has the tendency to become especially over zealous and lead his squad where he feels it should. Duurg's Squad MUST be joined by a Commissar (for an additional 35 points) whom may receive any wargear options available to Lord Commissars on page 92 of the Imperial Guard Codex. If at the beginning of your movement phase there is not a Commissar of either rank then the squad must take a Leadership check immediately, even if embarked in a transport. If this is passed then the squad continues normally. If it fails this leadership test then Duurg convinces the squad that all must be abandoned as they charge the enemy head long; the squad immediately moves directly for the closest enemy (if inside of transport they disembark and then move per normal) and MUST attempt to assault them even if they are far out of range of their charge distance (His squad may assault out of the vehicle in this case only). If the enemy is outside of 18" they may not fire Overwatch (if they are within that distance the enemy hear the Ogryn coming long before they see them)



I have NO idea why Ogryn are BS3 in the Codex and I reflected this on the character simply for fluffiness. He's got some really good buffs from the cybernetics and age but also can be detrimental as seen by having i1 and a lack of furious charge (though he does get that back on the charge). At first glance he seems undercosted but when you consider he doesn't have much in the way of weaponry he just is a firepower soak. Sorry if it's overly wordy!

HappyMathTime for his cost
Spoiler:

Ogryn = 40 points
+1T +15
+1W +15
-1i -10
+"Sharpshooter" +20 (Figured +10 for shooting and +10 for what's basically a crappy power maul)
+Cybernetics +35 (FnP +15, It Will Not Die! +10 *will probably remove this ability*, and charge bonuses +10)
+4+ Save +10
+Leader ~ -10 (not sure how to price this completely but it can be really negative as it will VERY likely open you to overwatch!)
-Furious Charge -5
+"Cool Tax" +10

Feel free to critique the math as I'm not completely sold on it.


What do you guys think?

This message was edited 2 times. Last update was at 2012/08/17 03:57:16


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
Liche Priest Hierophant







I like it!
But for extensive cybernetics, just say his has Feel No Pain, It Will Not Die and Rage special rules and has +1I on the charge.

Rage changed so it's no longer 'run at the closes enemy' and is now'+2A on the charge'
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Oh nice, Rage is one of those rules I skipped over because I never play with or against anything that has it haha

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in us
Alluring Mounted Daemonette






Agnaar Wolfheart Daemon Prince of Nurgle HS 235 (CD) Unique

WS-7 BS-5 S-5 T-6 W-4 I-5 A-4 LD-10 Sv- 2+4++

Mark of nurgle
Terminator armor
Cloud of Flies
Noxious touch
Breath of Chaos
Father of Plaguewolves- one units of beasts of nurgle may be taken as troops.

Angaar was once a Space Wolf charged with the care of a pack of Fenrisian wolves. After the death of his packs den mother to a plague following an encounter with nurgle deamons, Angaar attempted to immunize his pack to all known plagues poisons and venom. He proposed the idea to his wolf lord who gave him leave to complete the work.

The process took decades but he was eventually successful. The wolves themselves however suffered grave side effects. They no longer grew hair on their skin, instead secreting a vile ooze that infected many of the plagues and poisons that the pack was now immune to.

After reporting his success, Angaar and his pack were sent to scout a ork encampment, but when returning to their own lines the Space Wolves open fire on the freakish looking pack. Angaar, enraged, returned fire. Cursing his brethren for slaughtering his pack. His curses rang across the warp. Father Nurgle, who had been influencing Angaar since the death of the pack mother, Answered. Gifting Angaar and his pack with his blessing.

I have a much more detailed story for this guy, this is just the highlight points. Never actually used him like this, in games he is just a nurgle DP but this thread got me thinking it would make a cool SC. Also he may have to count as a HQ for being unique and having the Father of Plaguewolves ability, but CD dp are HS.





This message was edited 2 times. Last update was at 2012/08/18 04:11:58


 
   
Made in us
Alluring Mounted Daemonette






Zogwitz Hammasplatta Now known as Prawfut Bludskin, Prawfut of the Red Waaagh!
HQ 210 pts
Not really sure about this point cost. His stat line is the same as a warboss except +1S. His wargear is equivalent to a 110pt Warboss except he has a 3+ armor instead of 4+. (cybork 5++ = Daemonic 5++) I just added 100pts due to the better armor and strength and his Prawfut of the Red Waaagh! and Not dem gitz! Da u'ver uns! abilities. I honestly have no idea what point value to associate with the two special abilities lol.

WS - 6 BS - 2 S - 5 T - 5 W - 3 I - 4 A - 4 LD - 9 Sv - 3+ 5++

Boss Pole
Power Klaw
shoota/rokkit kombi weapon
Furious charge
mob rule
Waaagh!
Warp Forged Eavy Armor : Created in the Forge of Souls this armor gifts the bearer with a 3+ armor save as well as a 5+ daemonic invulnerable save
Prawfut of the Red Waaagh! : As long as Prawfut Bludskin is on the table, All allied Daemons have the Waaagh! Special rule.
Not dem gitz! Da u'ver uns! : Chaos Daemons are considered battle brothers. Chaos Space Marines are Come the Apocalypse
*note may not take a greater daemon from any god except Khorn.

Zogwitz was never the brightest ork, but smartz was for the mekk boyz, he was good at killin. As a Nob for Great Boss Tuska, Zogwitz was with Tuska when he made his journey into the eye of terror. Zogwitz was with Tuska all the way to the end, The last Nob to fall before finally Tuska was defeated. Zogwitz lay bleeding and broken onto the planet made of blood and flesh, unable to move but not quite dead, when Tuska died. He lay there conscious as dawn broke over the battlefield, and witnessed the fallen bodies of the orks reassemble then start moving.

His body too was healing. Boss Tuska was alive and grinning, eager to get the battle for this newest planet underway. Zogwitz tried explaining that they had already battled, that they had all died, that only the powers of the ork gods could have brought them back. Nobody believed him. The battle repeated again, and again, and again. Finally, frustrated that he was the only ork to see what was really happening, Zogwitz decided to break off from the battle and get some answers. He trecked across the barren flesh planet for days when finally he was confronted by an towering daemon.

"why do you run puny ork"
"im not runnin ya ugly git, an i cant die. Da ork gods wont let us die 'ere"
"Fool! this is the realm of Khorn! God of slaughter! Lord of Battles! The Blood God!"
"HA! u'z dunno wot yer talkin' bout, da orks are da lords of battle. we wuz made fer killin 'n slotter."
With a cry of "Blood for the Blood God!" the enormous daemon charged. Zogwitz met the daemon head on and fought with all the skill, tricks, and dirty cheats he knew. and in the end was victorious. Standing over the broken daemon Zogwitz reached down with his power claw and decapitated it while grinning and saying "Yes, Blud fur da Blud Gawd"

The world reeled, something struck Zogwitz, he was knocked flat on his back. An intense pain entered his head, along with an overpowering voice.
"YOU ARE WEAK! I AM THIS WORLD! I AM WHAT TEARS YOU ASUNDER! I AM WHAT MAKES YOU WHOLE!"
Zogwitz became overjoyed... Da ork gods were talking to him!
"I AM KHORN, GOD OF BLOOD, GOD OF DESTRUCTION"
Zogwitz understood now! Da ork gods was pretendin to be this Khorn fellow! smiling to himself at the brilliance that only an ork god could pull off such a ploy he said.
"Great god Khorn, I kill in yer name. I know youz is my god cuz i cant die 'ere. I killed dis big ugly git ova 'ere an dat makes me da boss of dem u'ver gitz, so send me back wit sum o dem u'ver gitz so I can kill da gitz dat can die."

And The Red Waagh! was born.


This message was edited 2 times. Last update was at 2012/08/18 07:08:14


 
   
Made in au
Liche Priest Hierophant







Crystal, Warrior of Slaanesh...Replaces the Company Commander in a Commpany Command Squad...90pts (?)

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

Infantry (Unique)

Special Rules:
Fearless
Favoured of Slaanesh:
Crystal, through her acts of worship and stunning beauty has been gifted with near-immortality by Slaanesh. She has a 5+ Invunerable Save and the Eternal Warrior special rule
Leader of the Traitor Guard:
If included as part of your primary attachment, Crystal is always your Warlord.
Orders:
Crystal may issue up to 3 orders a turn and has access to the 'First Rank, fire! Second Rank, Fire!', 'Incoming!', 'Move! Move! Move!' and 'Get Back in the Fight!' orders as well as 2 special orders listed below
Speed of Slaanesh: All models in the unit have the fleet special rule, and gain +2I until the start of your next shooting phase.
For the Dark Prince!: All models in the unit gain the Zealot rule until the start of your next shooting phase.

Wargear:
Laspistol
Frag Grenades
Krak Grenades
Flak Armour
Whip of the Dark Prince:
Range -
Str User
AP 5
Type Rending, Whip*
*Whip: One model in base contact has his/her/its A and I stats reduced by 1

   
Made in us
Kabalite Conscript





Tucson, AZ

Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
One of the main challengers for the command of one the most influential Kabals in all of Commoragh. Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves.On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause. When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location. Still pulsing with adrenaline Nezra decided to meet the force head on. As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out. The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. in the void and the rest of his army overrun in a blink of an eye. In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two. The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before. There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air. Nezra was far too quick and agile for the Wolf Lord and merely danced around him. The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace. Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched. Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord. After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half. Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh.

Nezra Yllithian-200pts

WS BS S T W I A Ld Sv
8 8 3 3 4 8 5* 10 4+

Special Rules: Fleet, Night Vision, Power from Pain, Dodge* Eternal Warrior, Undefeated"

Dodge: To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat.

Undefeated: Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack. Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by. Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless.

Wargear: Ghostplate, Clone Field, Blast Pistol, Combat Drugs, Web-way Portal, Phantasm Grenade Launcher, Haywire Grenades
Fel-Glaive:

The Fel-Glaive is an AP3 power weapon that uses the following profile:
During each assault phase declare which style you are going to use:
Dance of Death, Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing.
Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally.
Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6

Kabal of the Leper Messiah 2000+
"Death is my meat; terror my wine."
6th Record: 17-3-2

400pts Flesh Tearers 
   
Made in au
Alluring Mounted Daemonette





Melbourne

lepermessiah10 wrote:Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
One of the main challengers for the command of one the most influential Kabals in all of Commoragh. Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves.On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause. When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location. Still pulsing with adrenaline Nezra decided to meet the force head on. As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out. The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. in the void and the rest of his army overrun in a blink of an eye. In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two. The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before. There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air. Nezra was far too quick and agile for the Wolf Lord and merely danced around him. The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace. Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched. Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord. After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half. Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh.

Nezra Yllithian-200pts

WS BS S T W I A Ld Sv
8 8 3 3 4 8 5* 10 4+

Special Rules: Fleet, Night Vision, Power from Pain, Dodge* Eternal Warrior, Undefeated"

Dodge: To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat.

Undefeated: Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack. Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by. Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless.

Wargear: Ghostplate, Clone Field, Blast Pistol, Combat Drugs, Web-way Portal, Phantasm Grenade Launcher, Haywire Grenades
Fel-Glaive:

The Fel-Glaive is an AP3 power weapon that uses the following profile:
During each assault phase declare which style you are going to use:
Dance of Death, Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing.
Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally.
Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6

No. No way. 3+ invul normally, 2+ in combat? even Lelith doesnt have that. And with a clone field as well? you do realise there is a reason you can't normally stack clone field and shadow fields. At least shadowfield fails once you fail 1 save.
And Eternal Warrior on top of that? For 200 points?
No way. No frakking way. Make it 4+ normally, 3+ in combat, ditch eternal warrior, THEN maybe he can be 200. If not you're looking at 300 MINIMUM

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in gb
Ichor-Dripping Talos Monstrosity






OK - first, Your layout is almost painful, MASSIVE block of text is bad, use editing, put in line breaks and paragraphs.
The BG isn't very well written, jumping all over the place and wants tidying up some, with clarifications on certain parts.
The idea is there, it just needs polishing.
Second, he is rather undercosted, You've started with Vects statline, then given him extra crap.
On top of that, you've given him a better dodge roll than Lelith Hesprax AND basically given it a shadowfield that can't be removed ASWELL AS a Clone Field.
Also - did you forget to give him IC, or is he meant to be not an IC?

lepermessiah10 wrote:Archon Nezra Yllitihian, A succesor the Kabal of the White Flames:
Spoiler:

BG: One of the main challengers for the command of one the most influential Kabals in all of Commoragh.
Known for being a merciless commander, Nezra has always been destined for greatness and gained great fame for his encounters with the Space Wolves.
Pretty much ALL DE commanders are merciless, the culture doesn't really promote anything else.

On the planet Istar IV he encountered Space wolves deployed to bring complience to the world. Luring them into a trap, Nezra and his allies trapped the Wolves and butchered them without pause.
When the Wolves, recieved word of the encounter, a large strike force was headed towards the last known location.
Still pulsing with adrenaline Nezra decided to meet the force head on.
So, the Wolves need to here word and then hours / days later when they arrive to respond he's still pulsing with adrenaline from the initial engagement?

As the wolves charged unto the awaiting Dark Eldar forces, Nezra's trap took fruit, He activated a series of web-way portals in front of the charging wolves, transporting them into wych-cult arenas in Commoragh and where the blood claws stood, Wyches and Reavers came screaming out.
The Space Wolf Lord Enthir stood in horror as he watched hundreds of blood claws dissappear. ??? in the void and the rest of his army overrun in a blink of an eye.

In a blind rage the Space WolfLord charged into Nezra, and upon reaching his foe, the last of the webways opened engulfing the two.
The two appeared in Nezra's personal Wych Cult Arena surrounded by thousands of invigorated Dark Eldar freshly renewed by the slaughter that had happened moments before.
Archons don't have personal Wych Cult Arenas, it would be the arena of the Cult that bears his patronage.

There the two warriors battled for all Commoragh to see. Nezra stood ready to accept the fury that was a WolfLord, and when the Wolflord struck out his blows only struck air.
Nezra was far too quick and agile for the Wolf Lord and merely danced around him.
The crowd erupted in cheer and laughter to see the so-called Lord fumble around like a calf-ling. Nezra unhooked his weapon, The Fel-Glaive, an ornate weapon crafted by himself, part-sword, part-spear, Nezra was able to wield this weapon with a deadly grace.
Supposedly, he practices how many bodies he can cleave in a single swing using traitors. It stands at 6. Like wise, with a thrust of his spear, the internal power systems allow the barbed spear tip to puncture even the hardest of substances and upon exiting rips apart everything it touched.

Encircling the Wolf lord, he begins his Dance of Death, a series of a multitude of slashes, thrusts, feints and parrys as he chips away at the guard of the wolf lord.
After minutes of probing and testing the guard, the Lord slips and Nezra makes his move. A lightning fast thrust into the square of the Wolf Lord's chest and begins to slowly and torturously sliding the blade up, as his Fel-Glaive slices the Wolf lord in half.
Nezra has become known for his use of the web-way portal and his lightning fast attack. He himself has never yet been bested in combat and one day hopes to challenge Vect for control of commaragh.
So do most Archons.

FO: HQ
Squad: Archon Nezra Yllitihian
Unit: Nezra Yllitihian, Points Per: 200, Models: 1*, Unit Type: Infantry, WS-8, BS-8, S-3, T-3, W-4, I-8, A-5*, Ld-10, Sv-4+(6+*)/3+*(2+*).
Wargear:
Ghostplate
Clone Field
Blast Pistol
Combat Drugs
Web-way Portal
Phantasm Grenade Launcher
Haywire Grenades
Fel-Glaive

Special Rules:
Fleet
Night Vision
Power from Pain
Dodge 3+*(2+*)
Eternal Warrior
Undefeated"

Fel-Glaive:
The Fel-Glaive is an AP3 power weapon that uses the following profile:
During each assault phase declare which style you are going to use:
Dance of Death: Use the amount of profile attacks to strike against the enemy, you may re-roll to wound to represent the guard of the enemy failing.
Blade Sweep: place a small blast template of Nezra all models at least partially under the template are hit, roll to wound normally.
Lightning Strike: draw a 3" line in any direction from Nezra. All models under the line are hit. This style gives you +2 S and makes your spear AP 1, with Instant Death on a roll to wound of a 6
This is ridiculous, a S5, AP1 hit at I8, that auto-hits 2-3 models AND can hit people / vehicles outside of the combat / snipe specific models? yeeeah

Dodge:
To represent how agile Nezra is, He has a 3+ invulnerable save which is increased to a 2+ in Close Combat.
WHY is he faster than Lelith? There's no reason I can see for this other than to get round the no Clone Field + Shadowfield limit...

Undefeated:
Whenever Nezra issues a challenge, and wins, he immediatly recovers a wound he lost earlier in the game and gains 1 attack.
Should he be bested in a challenge, units 2D6+6" must take a Ld minus the amount Nezra lost battle by.
What units, within 2D6+6" of what?
Just like determing the Ld test for losing an assault. If they fail they must immediatly fall back, aghast at seeing their Archon fall in battle. Unless they are fearless.
The fearless thing is pointless, as they wouldn't need to take it anyway, not that he's EVER going to lose a challenge.



So, you've used Vect as a base, when you really should have used a standard Archon, but hey...
Once you cancel out everything else between Vect and Nezra, and run a SENSIBLE price on the rest, I get this:
Wargear:
Blast Pistol +15
Combat Drugs +10
Web-way Portal +35
Phantasm Grenade Launcher +25
( FG: Lightning Strike ) +45
Special Rules:
Dodge 3+*(2+*) +50
Eternal Warrior +35

TOTAL: +215
If he's meant to an Independent Character an additional +10 for +225.
So we add this to Vects cost and you get 455 (or 465).
Round it up to 460 (470)

This message was edited 2 times. Last update was at 2012/08/19 21:37:58


   
Made in us
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On Nimbosa, cramming as many guardsmen into troop carriers as possible.

Spectral Swords High Captain Caedem.
One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.


ws bs s t w i a ld sv
4 5 4 4 3 4 3 10 2+

equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.

special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.

Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.

Pints cost: 175

any ideas on balance?

Bludbaff wrote:
 xSPYXEx wrote:
How many Imperial Guardsmen does it take to get to the center of a tootsie pop?

FIX BAYONETS

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Screaming Shining Spear





Hagerstown, MD

keltikhoa wrote:Zogwitz Hammasplatta Now known as Prawfut Bludskin, Prawfut of the Red Waaagh!
HQ 210 pts
Spoiler:

Not really sure about this point cost. His stat line is the same as a warboss except +1S. His wargear is equivalent to a 110pt Warboss except he has a 3+ armor instead of 4+. (cybork 5++ = Daemonic 5++) I just added 100pts due to the better armor and strength and his Prawfut of the Red Waaagh! and Not dem gitz! Da u'ver uns! abilities. I honestly have no idea what point value to associate with the two special abilities lol.

WS - 6 BS - 2 S - 5 T - 5 W - 3 I - 4 A - 4 LD - 9 Sv - 3+ 5++

Boss Pole
Power Klaw
shoota/rokkit kombi weapon
Furious charge
mob rule
Waaagh!
Warp Forged Eavy Armor : Created in the Forge of Souls this armor gifts the bearer with a 3+ armor save as well as a 5+ daemonic invulnerable save
Prawfut of the Red Waaagh! : As long as Prawfut Bludskin is on the table, All allied Daemons have the Waaagh! Special rule.
Not dem gitz! Da u'ver uns! : Chaos Daemons are considered battle brothers. Chaos Space Marines are Come the Apocalypse
*note may not take a greater daemon from any god except Khorn.



Warboss = 60 points
+1WS +10
Power Klaw +25
Kombi +5
Warp Forged +20 (I figured 3+ 'eavy armor to be +10 and Cybork body at the normal +10)
Prawfut +15
Not dem, gitz! +20
Total = 155

I feel like those last two are really hard to score. Giving the entire allies section Fleet (beyond the orks who always have it, obviously) is really good. But what if it's a 1000 point game? Well you aren't gonna be using many Daemons in then. BUT whatever, that's how pricing characters go! And I did not subtract points for downgrading CSM, because obviously the whole point of this guy is to take Daemons as allies and not CSM!

While I'm definitely not behind his fluff I'd definitely still play him. I would reword the whole thing to bump up your "Khorne only" section. That should include normal troops.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
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Alluring Mounted Daemonette





Melbourne

Artor Amhrad, Chapter Master of the Astral Knights

Artor Amhrad led his Chapter in their final fight against the World Engine. He is remembered as a great Imperial hero who made the ultimate sacrifice, and the Bell of Lost Souls toiled 772 times for him and his lost brothers.

Type: Infantry (unique)

265 points

WS6 BS5 S4 T4 W4 I5 A3 Ld10 Sv2+

Wargear: terminator armour, frag and krak grenades, melta bombs, storm shield, chapter banner

Carmine: This weapon was gifted to Amhrad by the Mechanicum for unknown services rendered. It is a rare plasma blaster, a technology not manufactured since the Heresy. Range 18 Strength 7 AP 2 Assault 2

Raptoria: This is the heirloom blade of the Astral Knights. It is famous for being unbreakable, until it shattered in the skull of the Necron Overlord on the World Engine. This is a master-crafted Relic Blade that has the Rending special rule.

Special Rules: Independent Character, Chapter Tactics: Hatred (Necrons), Combat Tactics, ATSKNF

Last Stand: Amhrad made the ultimate sacrifice to cripple the World Engine. When Amhrad loses his last wound in close combat, he detonates his meltabombs to take his foes with him. All enemy units within D6 inches of Amhrad's final position have to pass an initiative test or suffer a single S8 AP1 Melta hit.

Last Fight: Before the Tempestus' inevitable crash into the surface of the world engine, Amhrad opened his private armouries to his brothers to use in their glorious final stand. Any Sergeant may select wargear normally restricted to captains, such as relic blades, digital weapons, etc, at the points cost under the Captain's wargear list. Any tactical squad, assault squad, terminator squad, vanguard squad, sternguard squad may select up to double the usual amount of special or heavy weapons. Eg a 10 man tactical squad may take 2 special and 2 heavy weapons.

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

psychadelicmime wrote:Spectral Swords High Captain Caedem.
Spoiler:

One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.


ws bs s t w i a ld sv
4 5 4 4 3 4 3 10 2+

equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.

special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.

Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.

Pints cost: 175

any ideas on balance?


Not gonna lie, he sucks.

Space Marine Captain = 100 points
-2WS -20 points
-1i -10
Artificer +15
Boltgun w/ Special +10
Power Sword +15
Fire Support +25 (because it's awesome!)
Total = 135

I would not cost him at that, I would actually fix him. Give him the normal WS and Init of a Space Marine Captain (+2 WS, +1i to what he has now) and Frag and Krak Grenades (Why do all SM Characters seem to forget these? ) and leave him at 165

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
Alluring Mounted Daemonette






 felixander wrote:


Warboss = 60 points
+1WS +10
Power Klaw +25
Kombi +5
Warp Forged +20 (I figured 3+ 'eavy armor to be +10 and Cybork body at the normal +10)
Prawfut +15
Not dem, gitz! +20
Total = 155

I feel like those last two are really hard to score. Giving the entire allies section Fleet (beyond the orks who always have it, obviously) is really good. But what if it's a 1000 point game? Well you aren't gonna be using many Daemons in then. BUT whatever, that's how pricing characters go! And I did not subtract points for downgrading CSM, because obviously the whole point of this guy is to take Daemons as allies and not CSM!

While I'm definitely not behind his fluff I'd definitely still play him. I would reword the whole thing to bump up your "Khorne only" section. That should include normal troops.


Thanks, ya Prawfut and not dem gitz is really hard to calculate. the reason i placed the Khorne only restriction on only greater daemons was because Fateweaver + Orks would be ridiculous, and i would much prefer ork troops over any daemon troops right now. so restricting ally troops to only bloodletters seems pretty useless. Perhaps something like the herald rule saying he can only join allied troop units that are khorn?

This message was edited 1 time. Last update was at 2012/08/18 17:06:01


 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Well by your own fluff he thinks that Khorne is just Gork or Mork. So why would he accept followers of the other Chaos gods?

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
Alluring Mounted Daemonette






for the same reason as a daemon player you can take all pink horrors and 2 bloodthirsters. or all Plaguebearers with Fateweaver and a LoC. The idea makes Daemons battle brothers. The fact that Im restricting even the greater daemons is pretty substantial. If Eldrad and Vect can run around as butt buddies (sorry... allies) in the same unit then i dont see the need to limit the daemons any father. Besides they are allies... he may THINK hes the boss but the allied boss is actually what brings troops to the table.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Meh, I'm just of the opinion that just because someone else makes up something stupid doesn't mean you can. I think there absolutely should be a rule disallowing special characters like that.
Also, what makes the Daemons work alongside the Orks to begin with? I get that the Ork thinks they're his BFFs but it doesn't really seem to clarify why the feeling is mutual.
Once again though, not the worst thing out there.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
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Courageous Space Marine Captain






Glasgow, Scotland

Khorne has a think and says "Hm, join with ultraviolent killy guys, to kill other, Imperial or other xenos guys (or slaanesh "Raaaar!") or other Khorne for extra murdering killy blood, and then! kill the orks!

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Made in us
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 felixander wrote:
Meh, I'm just of the opinion that just because someone else makes up something stupid doesn't mean you can. I think there absolutely should be a rule disallowing special characters like that.
Also, what makes the Daemons work alongside the Orks to begin with? I get that the Ork thinks they're his BFFs but it doesn't really seem to clarify why the feeling is mutual.
Once again though, not the worst thing out there.


I know what you mean. the fluff could be refined better. Honestly its just an attempt to make Chaos Orks which i think is a brilliant idea

lol in fact i just had a great idea... instead of Daemon Princes they would have Daemon Nobz! haha

This message was edited 1 time. Last update was at 2012/08/18 21:33:13


 
   
Made in us
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On Nimbosa, cramming as many guardsmen into troop carriers as possible.

 felixander wrote:
psychadelicmime wrote:Spectral Swords High Captain Caedem.
Spoiler:

One of the last surviving loyalist captains and the last loyalist high captains, caedem is the master of urban warfare and firefights, equipped with specialized ammo, a power sword, and artificer armor, he is the tough foe to overcome.


ws bs s t w i a ld sv
4 5 4 4 3 4 3 10 2+

equipment: special issue ammunition, boltgun, powersword, artificer armor, bolt pistol, iron halo.

special rules atsknf, combat tactics, independent character, fire support, preferred enemy tau.

Fire support: If caedem is taken in an army, sternguard veterans count as troop choices.

Pints cost: 175

any ideas on balance?


Not gonna lie, he sucks.

Space Marine Captain = 100 points
-2WS -20 points
-1i -10
Artificer +15
Boltgun w/ Special +10
Power Sword +15
Fire Support +25 (because it's awesome!)
Total = 135

I would not cost him at that, I would actually fix him. Give him the normal WS and Init of a Space Marine Captain (+2 WS, +1i to what he has now) and Frag and Krak Grenades (Why do all SM Characters seem to forget these? ) and leave him at 165


I forgot about initiative and ws bonuses , thanks for the points fix, will add the grenades!

another character: Scout Sergeant Mulciber, may be bought as an upgrade for a scout squad for 50 points.

ws bs s t w i a ld sv
4 4 4 3 2 4 1 9 4

wargear: eviscerator class sniper rifle, tempestas grenades, tripwired charges.

special rules atsknf, stealth, move through cover, scout.

eviscerator class sniper rifle: this is a sniper rifle that wounds on a 3+.

tempestas grenades: during the shooting or assault step (only one, not both) once per turn, mulciber may throw a tempestas grenade. A tempestas grenade is a strength 5 ap4 blast weapon with a 12 inch range.

tripwired charges: before the game starts the controlling player may select one piece of terrain to booby trap with tripwired charges, he must write down the terrain piece but cannot tell his opponent until his opponent has moved a unit into or onto the booby trapped terrain, once the booby trap is triggered every model in the affected unit suffers a strength 4 ap5 hit, after the booby trap is triggered, it cannot be triggered again, if a vehicle is hit, it suffers one strength 6 ap- hit on it's rear armor.

any idea on balancing?

Bludbaff wrote:
 xSPYXEx wrote:
How many Imperial Guardsmen does it take to get to the center of a tootsie pop?

FIX BAYONETS

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[/url] . 
   
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United States

 King Pariah wrote:
Elrich Gliscayn, The Eternal Hunter

Old even among the Eldar, he left his brethren in disgust long before the Fall in order to sustain what he felt was the duty of the Eldar, to extinguish the Necron menace from the galaxy. Long has he hunted these soulless creatures, destroying several slumbering tomb worlds and successfully delaying the awakening many others. Even now as the Necron menace awakens, Elrich scours the galaxy for tomb worlds, crippling as many tomb worlds as he can before the Eldar race faces their inevitable reckoning.

(Not sure what to put for point cost)

WS6 BS5 S3 T3 W3 A4 I7 Ld10 Sv5+

Special Rules:
Independent Character
Dodge: With heightened reflexes and milenia of experience, Elrich is capable of predicting his opponents next move and dodging them. He benefits from a 4+ invulnerable save.
Fleet
Ancient Rivalry: Elrich has long battled against and studied the Necrons thus understands this opponent very well. Elrich and all pathfinders in an army containing Elrich benefit from Preferred Enemy: Necrons.
Stealth
Ancient Hunter: Elrich knows when it's time to strike for the kill and when it's time to let his prey, persay, bleed out. At the end or start of the assault sub phase, Elrich may move 2D6" away from combat (if he is in any) on a roll of 3+.

Wargear:
Lance of Kurnous: An ancient rifle that legend says the Eldar God Vaul crafted for Kurnous (Eldar God of the Hunt), It is as beautiful a craftsmanship as it is deadly and its deadliness is only multiplied in the hands of Elrich. The Lance of Kurnous has the following profile:
Range: 36" S:X AP:3 Type: Assault 2, Sniper (wounds on a 4+)
Blades of Kurnous: An ancient pair of long hunting knives rumored to have belonged to Kurnous, Elrich uses them with dazzling efficiency when he is forced into close combat. These blades have the following profile:
S:X(Poisoned 4+) AP:- Rending (6+) These blades do not grant Elrich an additional attack upon what his profile dictates.
Just so you know, you don't have to specify the D6 roll Sniper wounds on, nor do you have to denote th rending rolls unless they are unusual., and sniper always wounds on a 4+ and rending always tends on a 6.
   
 
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