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Made in au
Regular Dakkanaut




THE DREADBRINGER (200 points)
WS4 BS4 S4 T4 W3 I2 A2 LD10 SV3+
Unit Type: Infantry (Character)
Wargear: Abyssal Staff, Nightmare Shroud, Gloom Prism
Special Rules: Independent Character, Fearless, Ever-Living, Reanimation Protocols, Lord of Fear
[Lord of Fear] Dreadbringer benefits from the "Fear" special rule. Additionally, all Morale and Leadership tests caused by both his wargear and the Fear rule are taken on a roll of 3D6, discarding the lowest result.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

 SirKyleAziz wrote:
I'd love some feedback and constructive criticism on this one. Anything would be helpful!

Spoiler:

Chapter Master of the Megalodon's Astra

WS: 7
BS: 4
S: 4
T: 4
W: 4
I: 5 (6*)
A: 4
LD: 10
Sv: 2+

Wargear; 'Serrated Fangs', Jump Pack, Iron Halo, Frag and Krak grenades, Teleporter Homer (if in Terminator Armour)

Wargear options; Artificer Armour or 'The Sharks Skin'*

Special rules; ATSKNF, Combat Tactics, Independant Character, Chapter Tactics, Combat High, Orbital Bombardment, Rage*

Chapter Tactics; The Megalodon's Astra prefer close combat over anything else and if possible will attempt to get into close combat when possible. As such, any infantry unit in the Space Marines codex may replace their Boltgun with a CCW for free. Additionally all units with the Combat Tactics exchange the Combat Tactics special rule for the Furious Charge USR, and when in close combat gain the Stubborn USR.

Combat High: If the Megalodon's Chapter Master defeats a unit in close combat or wins a close combat challenge he gains the Feel No Pain USR.

Serrated Fangs: A unique pair of relic Lightning Claws of unknown origin. Counts as AP-2* with the Rending USR. The extra attack for having two weapons is included in the profile.

The Sharks Skin: An antique suit of Terminator Armour which conveys a 3+ Invulnerable save*


Okay, so obviously the inspiration for this character was from Tyberos. I placed asterisks beside the items I would like the most comments on. Whether I should have the items in question or not, or if they should be changed. Price wise, I was thinking 240ish without the terminator armour, 260ish with it. So, please let me know what you think! Totally willing to nerf the crap out of it, if I've made something too strong.


Dunno who Tyberos is but yeah you really gotta price him high. Furious charge across the board is crazy and AP2 Lightning Claws at i6? Youch... Definitely has to be priced very high

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)

Not even sure where to begin on that...

   
Made in au
Regular Dakkanaut




THASZAR THE INVINCIBLE (225 Points)
WS5 BS5 S5 T5 W3 I2 A3 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Dispersion Blades, Sempiternal Weave, Phase Shifter
Special Rules: Independent Character, Reanimation Protocols, Ever-Living, Stubborn, It Will Not Die
(Dispersion Blades) These are a pair of "Unusual Power Weapons". Additionally, any ranged attacks directed at Thaszar, or a unit he is with, may be deflected as per the rules for "Dispersion Shields".

EXARCH PRINCESS ARYURIA (235 Points)
WS6 BS6 S4 T4 W3 I6 A4 LD10 SV3+
Unit Type: Infantry
Wargear: Diresword, Fusion Pistol, Banshee Mask, Warp Jump Generator, Forceshield, Plasma Grenades
Special Rules: Independent Character, Fleet
Exarch Powers: Warshout, Acrobatic, Defend, Crack Shot, Stalker, Withdraw
   
Made in ae
Thunderhawk Pilot Dropping From Orbit





May I post up mine?
He's from my custom race, but incredibly highly priced (insane stat levels) at around 700pts, and can't be used in normal battles.
Just a teaser.

Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course... 
   
Made in ca
Apprehensive Inquisitorial Apprentice






Brother Champion Gigas

All the normal rules for a brotherhood champion but hes equipped with a personal teleporter

Silence is golden but Duct tape is silver
 
   
Made in ca
Disbeliever of the Greater Good




Canada

 Ovion wrote:
Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)

Not even sure where to begin on that...


Well no, the thing was either Jump infantry OR Terminator. The I6 was a maybe, and I have him at I5. Same goes for the AP2 claws and Rage. I wanted to know opinions on those. As I'm prefectly willing to completely avoid giving those.

I've decided though, that I'll remove the Terminator option. I don't like the idea of a slow stompy commander.

Other thing is, even with only a 4+ invuln he'll still get squished by any str8+ ap2 hits in CC, or str8+ ap2+ ranged shot.

Also, only wanted stubborn for CC, so no stubborn when not in CC.
   
Made in gb
Ichor-Dripping Talos Monstrosity






 SirKyleAziz wrote:
 Ovion wrote:
Yeah... army wide FC and Stubborn, 4-6 Str4 I6, Ap2, Rending attacks with rerolls to wound, a 2+ / 3+* / 4+* with FnP, 4 wounds AND Jump Infantry (can you even have Jump with Termi armour?)

Not even sure where to begin on that...


Well no, the thing was either Jump infantry OR Terminator. The I6 was a maybe, and I have him at I5. Same goes for the AP2 claws and Rage. I wanted to know opinions on those. As I'm prefectly willing to completely avoid giving those.

I've decided though, that I'll remove the Terminator option. I don't like the idea of a slow stompy commander.

Other thing is, even with only a 4+ invuln he'll still get squished by any str8+ ap2 hits in CC, or str8+ ap2+ ranged shot.

Also, only wanted stubborn for CC, so no stubborn when not in CC.


It really wasn't clear tbh.
I forgot that he'd be Str5 on the charge too... ohwell...

Marine Characters are nuts - and T4 isn't exactly bad, most of my guys are T3 / T4. Invaribly with a 6+ / 4+ / 3+ save, with little to no invuns.

This message was edited 1 time. Last update was at 2012/10/01 20:39:53


   
Made in gb
Hallowed Canoness





Between

Althera Jainas Points: 120

Althera, the Silent One, is the last survivor of Craftworld Stelros. Her craftworld was small, and not so lucky as Iyanden - they had no errant hero to swoop in and save them. At the last, she and her brother were holding the doors to the Shrine of Asuryan against an infinite horde when the Flame spoke to them. It offered an escape. Her twin refused to abandon his home, the madness of despair forcing him to believe that there was something left to save. Altena, as she was then known, saw Asuryan's Offer for what it was. A chance at vengeance. She stepped into the flame, and was reborn.

Althera and her unit take up a single Troops choice in any Eldar army.

Unit: Althera plus four Dire Avengers. Up to 5 additional Dire Avengers may be added to the unit at a cost of 12 points per model.

Transport: The entire unit may be mounted in a Wave Serpent (See entry) or a Falcon Grav Tank (if less than 6 models, see Heavy Support entry)

Equipment: Althera is armed with a Diresword, Shuriken Pistol, and Avenger Shuriken Catapult. Dire Avengers are armed with Avenger Shuriken Catapults.




Special Rules: Defend, Bladestorm, Fleet of Foot, Guerilla Fighters, Tyranid Hunter

Defend: As Dire Avenger Exarch ability

Bladestorm: As Dire Avenger Exarch Ability

Fleet of Foot: As Eldar, Althera and her unit benefit from the Fleet universal special rule.

Guerilla Fighters: Althera is a veteran of several rough campaigns, and has drilled her Shrine in several guerilla tactics. Althera and her Dire Avenger unit benefit from the Move Through Cover and Stealth universal special rules.

Tyranid Hunter: Althera is a dedicated warrior who specifically hates the Hive Mind. She and her unit have the Preferred Enemy universal special rule when fighting Tyranids.


Llymrei Points: 80
Llymrei of Iyanden was a Guardian during the battle against Kraken, walking the Path of the Smith. When her heavy weapons unit was overrun, she refused to die, fighting with her shuriken catapult when the vibro-cannon was destroyed, her knife when her catapult ran dry, and then the severed limbs of a tyranid warrior when her knife snapped. In the wake of the battle, she found herself filled with rage and hatred, beyond the point where returning to the Path of the Warrior could help her. Instead, she embarked upon the Path of the Seer, with her last act as a Smith being to craft a pair of witchblades from the scything talons she had fought with.

Now she works closely with the Outcasts and Storm squads, hunting down the Tyranid wherever her visions guide her to them.

Llymrei may join any unit in an Eldar army. She does not take up a Force Organisation Chart slot, but must replace one Warlock from the Farseer's retinue or be bought as a Leader for a Storm Guardian squad, Guardian Jetbike squad, Ranger squad or Wraithguard unit.

Unit: Llymrei

Equipment: Llymrei's Talons, Rune Armour, Runes of Warding, Cameleoline Cloak

Llymrei's Talons are a pair of unique Witchblades crafted from the psycho-reactive scything talons of a Tyranid Warrior. In addition to the normal rules for fighting with an additional close combat weapon and Witchblades, Llymrei may automatically cast Mind War as the Farseer psychic power on any enemy that suffers a wound from one of her attacks.




Special Rules: Warlock, Fleet of Foot, Spiritseer

Fleet of Foot: As an Eldar, Llymrei benefits from the Fleet universal special rule.

Spiritseer: See Warlock ability

Warlock: Llymrei is a dangerous warmind, having mastered the path of the Warlock. She knows the Heavy Desctruction and Enhance powers (Bonus already included in stat line)



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in us
Ork-Hunting Inquisitorial Xenokiller






Chaos Lord Kephtuuf The Eternal

Type: Infantry (Unique)
225 Pts.
WS: 5
BS: 5
S:5
T:4
W: 4
I: 5
A: 4
LD: 10
SV: 2+

Wargear: Terminator Armor, Mark of tzeentch, Soul Reaper, storm bolter.

Soul Reaper: A giant, grim looking scythe with the ability to steal the soul of anything it slays. Soul Reaper counts as a Deamon Weapon and force weapon.

Special Rules: Independent Character, Eternal Warrior, Psyker (Level 2), Wrath of Tzeentch, Fearless.

Wrath of Tzeentch: Kephtuuf must be careful when using psykic power, less he is destroyed by the very power he attempts to control. If Kephtuuf does suffer a wound from perils of the warp, he is immediatly slain, regardless of eternal warrior. Then place the small blast template on top of Kephtuuf. All models under the template suffer a Strength 3 hit.

This message was edited 1 time. Last update was at 2012/10/01 22:42:19


 
   
Made in au
Regular Dakkanaut




An example of a DIY Astartes idea I had - the "White Legion"!

WHITE LEGION STRIKE SQUAD (120 Points)
[Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry

Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.

Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)
   
Made in au
Alluring Mounted Daemonette





Melbourne

NeoAigaion wrote:
An example of a DIY Astartes idea I had - the "White Legion"!

WHITE LEGION STRIKE SQUAD (120 Points)
[Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry

Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.

Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)

why not just play grey knights?

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 au
Regular Dakkanaut




 CalasTyphon216 wrote:
NeoAigaion wrote:
An example of a DIY Astartes idea I had - the "White Legion"!

WHITE LEGION STRIKE SQUAD (120 Points)
[Strike Marine] WS4 BS4 S4 T4 W1 I4 A1 LD8 SV3+
[Strike Marine Sergeant] WS4 BS4 S4 T4 W1 I4 A2 LD9 SV3+
Unit Composition: 1 Sergeant and 4 Strike Marines
Unit Type: Infantry

Wargear: Storm Bolter, Power Sword, Power Armour, Frag and Krak Grenades, Pulsefire Ammunition
Special Rules: ATSKNF, Combat Tactics
[Pulsefire Ammunition] All Bolt Pistols, Boltguns, Storm Bolters, Heavy Bolters, and Autocannons get +1 Strength.

Options: (largely absent until I obtain a copy of the HH:B book)
- Include up to five additional Strike Marines (+20 pts per model)
- Sergeant may take
-- Melta Bombs: (as per C:SM)
-- Teleport Homer: (as per C:SM)

why not just play grey knights?


Because my DIY Astartes are advanced, not zealous anti-Chaos fanatics.
   
Made in us
Lone Wolf Sentinel Pilot






^ Just model your guys in an advanced way, but use Grey Knight rules. anyway, back on topic.

Tesla Trooper (lol blatant use of RA3 franchise)
Ws BS S T W A I Ld Sv
4 4 4 5 2 2 2 8 2+/5+
Wargear:

Tesla Armor: reduces I from 3 to 2, +1 to Strength, Toughness, and Wounds. Has Termie armor saves

Tesla-gun Range Strength AP Rules
12" 8 4 Heavy 1, Twin-linked
In CC, the tesla gun acts as a force sword (take psyker tests for force and such)

Special Rules: Slow and Purposeful, Bulky

Sorry if copyright issues bother anyone.

Points Cost: 40 per man

Seeing a squad of veterens swoop in in a Vendetta, secure the area, deliver that math assignment, and extract within 2 minutes would be freaking sweet.

 
   
Made in ca
Guardsman with Flashlight




within the Kingdom of Brittania

C&C IG
I have been playing way too much Red Alert 2 recently so here is a couple of RA2 units:

Yuri: 90 points
WS3 BS:4 S:3 T:3 W:3 A:2 LD:9 Sv:5+
Unit Type:HQ, independent character
Mind Shriek: Focusing his power, Yuri unleashes a devastating assault on the minds of anyone near him.*(1)

Range 6" (in a circle around Yuri) S D6+3 AP 2 Type: Heavy*(2)

Your mind is mine to control: Yuri attempts to control the mind of an enemy.

Range: 24" S- AP- type-
Once an enemy squad has been selected Yuri must pass a leadership test, if successful the selected enemy must fail a leadership test to fall prey to Yuri's mind.
If successful the enemy squad is under Yuri's control for a turn. meaning that they can move and shoot at their former allies.
Note: vehicles are affected by this power but they count as Ld10

*(1) All units are affected even if they are in Yuri's army.
*(2) I couldn't think of a type, as it can only be used if he hasn't moved during the previous movement phase.
*(3) Only 1 Yuri may be taken in an army

Desolator : A madman with a taste for melting people. 50 points *(1)
WS;3 BS:4 S3 T3 W2 I2 A1 Ld7 Sv 4+
Unit type: Elite.
Chemical injector:
This prototype weapon is only used when the utter annihilation of enemy infantry is required. It has only been used once and was implanted into the ground as a means to halt and infantry advance, the chemical solution was so effective that it killed its user along with all infantry in a 50m radius. It was subsequently bombed.

Range 12" *(2) S10 Ap4 Type Heavy 1, Poisoned (2+)

Chemical gun: more or less a weaker version of the injector the injector.

Range: template (flamer) S8 Ap4 Type assault 1, Poisoned (3+)

Special rules
Independent character(s) Only 3 may be taken in a single army.
Highly explosive: On any unsaved wound a single roll can be made, as if the shot had pierced the chemical tank. On a roll of 5 or 6 the desolater instantly dies.

*(1) Only 3 desolators may be taken in an army
*(2) It is a 12" radius around the desolator

Sniper Team: A highly elite pair of snipers, solely trained on Brittanya. 50 points *(1)
Unit type: Elite
Unit composition: 2 Brittanyan Snipers
WS:3 BS:7 S:3 T:3 W:1 I:4 A2 Ld:8 Sv 4+

Bolt-Action Stub rifle: An ancient pattern of rifle said to predate even the Emperor. It's ability to strike quickly and silently is renown across Brittanya yet only the best get to use this truly remarkable weapon.
S6 AP5 Range 48" Type: Heavy 2, Sniper.*(2)

Options:
Spotter duty: One sniper may exchange his weapon for a Spotters scope and lasgun.10 points *(1)
Sir Bushwookie: One sniper may be swapped for Sir Bushwookie. 55 points *(3)
Cameleoline ghillie suit: A unique suit made up of Cameleoline and bits of flora in the users surrounding area. Any shots the hit must be re-rolled unless within 6", also confers the shrouded special rule.

Spotter scope: If a sniper has missed a shot it may be re-rolled with BS3. And yes it stacks with Sir Bushwookie's re-rollable shots.

Sir Bushwookie: Quite possibly the best of the Brittanyan snipers with a kill count of over 500 orks and countless other "enemies".
WS:3 BS:9 T:3 W:2 I:4 Ld:10 Sv:4+

Bolt-Action Stub rifle: Same as above.
Cameleoline ghillie suit: Any rolls to hit must be re-rolled unless within 6", also confers the shrouded special rule.

*(1): Brittanya - My Imperial Guard regiments home world.
*(2) On a rending hit against a vehicle the shot counts as strength 9.(Before someone moans at me).
*(3) Sir Bushwookie may only be taken once in an army.

I will leave vehicles for another day, more then likely tomorrow or later tonight.

SirBushwookie
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Hey, do you have a hard copy of RA2 still, or did you download it someplace? I'd love to play that game again, I grew up on it!

 
   
Made in ae
Thunderhawk Pilot Dropping From Orbit





I'm officially nuts to do this.
Archangel Champion
Statline
WS 9
BS 3
S 6
T 5
W 4
I 10
A 5
Ld 10
Sv (You'll hate this guy) 2+/2++
Wargear: Plasma Pistol (Lynx have invented plasma tech much like the Imperium's)
Psylink Armour - Crafted from highly psycho-reactive silver and tainted emerald only harvested from the Lynx world of Eridanus, this armour offers the best protection available within the veteran armies of the Lynx.
Psylink Armour endows the wearer with a 2+ armour save.
Soulguard - Soulguard is a giant Greatsword, forged from treated silver and the most pure of Psytrix Crystals. It contains the Essence of a Greater Angel of [?] (not sure on the name yet), the hilt is solid silver and encrusted with sapphires and rubies, and the blade is a full 1.5 metres long. Runes etched onto the smooth crystal surface of the blade keep it forever sharp and honed to a monomolecular degree. This incredible weapon dates back to long before the Horus Heresy, more than 10,000 years ago, and how the Archangel acquired it, no-one knows. What is evident, though, is that in the Archangel's hands, it is no longer a mere sword, it is a blazing arc of pure destruction.
Soulguard is a two-handed master crafted force weapon. When attacking vehicles it automatically glances if the Archangel makes a successful hit, but still rolls to penetrate. Each turn the Archangel Champion may use one of his psychic tests to awaken the Angel within the blade and unleash it's fury. Upon passing this psychic test roll 2D6 and consult the chart below (this table is experimental and is subject to change):
2D6 roll
2 Vampiric Soul Soulguard turns an ominous violet, and begins sucking energy from the Archangel Champion at a furious rate to fuel it's own powers. The Archangel Champion immediately suffers -1 to his Strength, Toughness and Attacks Characteristics, but for this turn, each time he inflicts a wound on the enemy, he heals one of his own up to a maximum of 5 wounds. Any wounds over his maximum (4) at the start of your next turn are lost.
3 Syren Wave A piercing shriek howls through the air as Soulguard unleashes a wave of pure destruction that rips the very fabric of space apart. The Archangel Champion immediately makes a shooting attack using the following profile:
Range Template
Strength 8
AP 3
Type Assault 1
4 Protect and Renew The Angel bound to Soulguard draws energy from the surrounding and feeds it straight to the Archangel, invigorating him and allowing him to shrug off the most damaging of wounds. Upon rolling this result, the Archangel immediately gains a 4+ FNP roll and +1 to his toughness for this turn only.
5 Divinity The Archangel begins to glow with a heavenly aura that blinds the opponent and hides his comrades from the hail of fire that was only moments ago guided with incredible accuracy. All friendly models (including the Archangel Champion himself) within 6" of the Archangel gain a 5+ cover save. This does not apply in close combat.
6 Voidfire Glowing with a ghostly flame, Soulguard sets alight those who are unfortunate enough to suffer it's wrath. Soulguard immediately gains the Soul Blaze special rule for this turn only.
7 Exhaustion The Angel within Soulguard is tired and needs to recuperate from expending so much energy. For this turn, Soulguard loses it's Force Weapon and Master-Crafted special rules. Next turn, if you roll this result again, treat it as either a 6 or an 8.
8 Voidfrost Those who are touched by Soulguard's icy blade immediately feel sluggish and unable to move on as their bodies begin to freeze solid. If the Archangel Champion inflicts an unsaved wound in close combat this turn the unit who took the wound immediately become Slow and Purposeful for the rest of the turn. Their Initiative is also reduced by 1.
9 Daemonbane The Angel inhabiting Soulguard becomes filled with a zealous hatred for all things daemonic, and will try to banish any daemon it comes into contact with. If a daemon is struck by the Archangel Champion in close combat this turn, it suffers a wound on a 2+ and must re-roll any successful invulnerable saves.
10 Blessed Soul Yelling praises to Nervianiel, the Archangel is infused with an aura so strong it empowers his very soul. For this turn only, the Archangel counts as WS 10, S 7 and gains an extra attack in close combat.
11 Sancitfy Soulguard unleashes a blast of roiling flame that burns away the sins of the corrupt and leaves little more than a few piles of ash that are soon blown away by the wind. After rolling this result, the Archangel Champion immediately makes a shooting attack using the following profile:
Range 24"
S 5
AP 6
Type Soul Blaze
12 Boundless Power Soulguard is encased in a halo of light as it is infused with the will of Nervianiel. Anything it touches is reduced to nought but ash, dust and powder. The Archangel immediately suffers a wound, no saves allowed, but he inflicts instant death, auto-penetrates vehicles and ignores Eternal Warrior in close comabt.
==END OF TABLE==
Soulguard has the following baseline stats:
Range Melee
Strength User +1
AP 2

Wings of Purity
The Archangel sports a pair of biomechanical hybrid wings that were crafted for him by the efforts of the Tau and the most skilled of Lynx smiths. They allow him to fly across the battlefield effortlessly, and make him look like a true Angel of Death as he descends onto his hapless foes.
The Wings of Purity change the Archangel Champion's Unit Type to Jump Infantry, and also increase his initiative to 10. However, the sheer size of the wings means he may not enter any transport vehicle.
==END OF WARGEAR==
Special Rules:
Independent Character, Preferred Enemy (Daemons)
Dimension Shield
Dimension Shields are used by only the most resilient and powerful of Lynx. They open miniaturised, stable portals to the Warp that phases both bullet and blade alike out of the material realm. Only the luckiest of foes will be able to penetrate this defence and maim the Lynx who wields this awesome power. Dimension shields confer a 2+ invulnerable save.
Focuspsyker
NOTE: This rule has been altered due to this character possessing unique powers and equipment. Full explanation of this races special rules, wargear and other characters will soon be found here.
Focuspsykers are more naturally powerful Lynx who have mastered their innate talents to such a point they are a formidable match even for a Tzeentchian Daemon.
Focuspsykers may use two psychic powers per turn, and always take their tests on 2D6, regardless of any other rules. When taking a psychic test, roll for the entire squad as a whole. Independent Characters or Characters with a different psyker level are rolled for separately. If the squad fails and suffers a Perils of the Warp, remove D3+2 models as casualties. If a model has Eternal Warrior (or any other rule that akes them immune to instant death), they are reduced immediately to one wound.
Focuspsykers may not take any psychic tests if they more than 48” away from an Psytrix Conduit Crystal.
To Hell and Back
The Archangel Champion has fought battles with the most terrifying daemons of the Warp, faced down alien horrors and insurmountable odds without a flicker of fear, and seen death far too many times to be even remotely stirred by it's sight.
To Hell and Back grants the Archangel Champion the Fearless, Stubborn and Furious Charge special rules.
Soul of Steel
There are accounts of the Archangel surviving the most devastating of weapons and the most punishing volleys, even those that should have slain him outright. Each time he has raised himself from the ground and fought on in the name of Nervianiel.
Upon the Archangel's death, roll a D6. on a 4+, he stands back up, bloody but defiant, and with a single wound. On a 1, 2 or 3, the punishment is too much for even him to handle, and he falls to the floor unconscious.
Shard of Nervianiel
As one of the four shards of Nervianiel, the Archangel is immune to instant death of any kind.
Anti-Khorne
One of Nervianiel's greatest plans was to make 4 champions, each specifically designed to combat one of the 4 Ruinous Powers and their daemonic servants. The Archangel Champion is the Anti-Khorne, possessing the martial prowess and skill of the most skilled of Bloodthirsters, but a strong sense of honour and fairness in battle.
Against daemons who have the Mark of Khorne or are direct servants of Khorne, the Archangel Champion counts as WS 10, Str 8, and also forces them to re-roll successful invulnerable saves take against wounds inflicted by him in close combat. However, against daemons of Slaanesh (who is Khorne's counterpart) his WS is reduced to 6, his Initiative to 6 and his attacks to 3, as the aura of Slaanesh disorientates and confuses him.

That's about it, and he's also probably the most powerful character make on this thread so far. Now I have to price him.
So, the price?
650+ pts
And he's only allowed in Apoc games. As are the other 3 shards.
*Braces for obvious rage*

Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course... 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 DemetriDominov wrote:
Hey, do you have a hard copy of RA2 still, or did you download it someplace? I'd love to play that game again, I grew up on it!


They just released the Command and Conquer: Ultimate Collection. It's all 17 games
Spoiler:
Command & Conquer
Command & Conquer: The Covert Operations
Command & Conquer: Red Alert
Command & Conquer: Red Alert - Counterstrike
Command & Conquer: Red Alert - The Aftermath
Command & Conquer: Tiberian Sun
Command & Conquer: Tiberian Sun - Firestorm
Command & Conquer: Red Alert 2
Command & Conquer: Red Alert - Yuri's Revenge
Command & Conquer: Renegade
Command & Conquer: Generals
Command & Conquer: Generals - Zero Hour
Command & Conquer 3: Tiberium Wars
Command & Conquer 3: Kane's Wrath
Command & Conquer: Red Alert 3
Command & Conquer: Red Alert 3 - Uprising
Command & Conquer 4: Tiberian Twilight

With all of them updated to run smoothly on vista+ computers. Probably the best way to get them now.

   
Made in us
Regular Dakkanaut






Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)

Shas'El Mon'tyr Kais Shovah 175 pts
WS 5
BS 5
S 5
T 4
W 3
I 6
A 4
Ld 10
Sv 3+/4++ (Shield gen.)

Jump Infantry (Jet Pack)

Wargear
XV83-S custom battlesuit, Hard-wired Multi-tracker, Hard-wired drone controller, Plasma Rifle, Missile Pod, Shield Generator, Bonding knife, Ejection system

Special Rules:

Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.

Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander

Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.

Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character


You may take up to 4 bodyguards for an additional 80 Points per bodyguard

Mon'tyr's Bodyguards
WS 3
BS 4
S 5
T 4
W 3
I 3
A 3
Ld 10
Sv 3+

Jump Infantry (Jet Pack)

Wargear
XV8 battlesuit, Plasma Rifle, T-L Missile Pod, Hard-wired multi-tracker, Ejection system


When ejected from their battlesuits, use the following profiles for Shas'El Mon'tyr Kais and his bodyguards:

S T W I A Ld Sv
Shas'El Mon'tyr WS 5 BS 3 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+
Mon'tyr's Guard WS 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 9 Sv 4+

Jump Infantry (jet pack)

Gear:
Shas'El Mon'tyr: Pulse Pistol, Power Sword, Drone Controller, bonding knife
Bodyguard: Pulse Pistol

To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.

Current Armies
3000 pts
2500pts (The Shining Helms)
XXXX pts (Restart in progress)
500pts
 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Captain Syrus, 4th Company, Heralds of Vengeance Chapter

Hektor Syrus rose to command of the 4th company in the last year of M41. He was noted as being a good line officer, solid and dependable, but not exceptional in any way. He also holds the record for the shortest ever captaincy in the history of his chapter. His captaincy was a result of his predecessor's death and him being the most senior sergeant available, rather then any heroics on his part. And yet, in the fires of the 13th Black Crusade, Syrus would prove his worth. In his first and only battle plan, 2 hours after his promotion, he brilliantly pinned down and systematically annihilated a Black Legion spearhead on Cadia, utilising the mountainous terrain to his advantage. His short-lived captaincy ended shortly after that, when his company were ambushed by Justaerin Terminators. Syrus fell to the Despoiler's sword, howling his defiance and with his blade in his hand. He will be remembered as a lesson to his Chapter, that a man's hidden worth is proven when it rises to the fore in the fires of battle.

Type: Infantry (unique)

175 points

WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv3+

Wargear: power armor, bolt pistol, power axe, frag and krak grenades

Reaper: This is a master-crafted bolter. If Syrus hasn't moved in the previous movement phase, he may fire this weapon twice.

Special Rules: Independent Character, ATSKNF, Combat Tactics

Fated: Syrus is fated to fall to the Despoiler. Unless he is in base contact with Abaddon, Syrus has a 3+ invulnerable save and Eternal Warrior.

High Ground: Syrus, and all friendly units form C:SM with the Combat Tactics special rule, gets Move Through Cover and Stealth whilst in hills or hill-like terrain pieces

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
Storm Trooper with Maglight







Senior Lt Jonus Remaus ( Points 60)
WS4 BS4 S3 T3 W2 I3 A3 LD9 SV4+
Unit Type: Infantry (Veteran Squad upgrade to sergeant)
Wargear: Liberus (Power sword), Lasgun Carbine, Las pistol, Frag and Krak Grenades, Grav Chute
Special Rules: Deep strike, Iron discipline, From the skies!

From The skies: Any Vet squad that Remaus is bought for gains the ability to deep strike.

   
Made in gb
Ichor-Dripping Talos Monstrosity






 Rainyday wrote:
Spoiler:
Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)

Shas'El Mon'tyr Kais Shovah 175 pts
WS 5
BS 5
S 5
T 4
W 3
I 6
A 4
Ld 10
Sv 3+/4++ (Shield gen.)

Jump Infantry (Jet Pack)

Wargear
XV83-S custom battlesuit, Hard-wired Multi-tracker, Hard-wired drone controller, Plasma Rifle, Missile Pod, Shield Generator, Bonding knife, Ejection system

Special Rules:

Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.

Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander

Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.

Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character


You may take up to 4 bodyguards for an additional 80 Points per bodyguard

Mon'tyr's Bodyguards
WS 3
BS 4
S 5
T 4
W 3
I 3
A 3
Ld 10
Sv 3+

Jump Infantry (Jet Pack)

Wargear
XV8 battlesuit, Plasma Rifle, T-L Missile Pod, Hard-wired multi-tracker, Ejection system


When ejected from their battlesuits, use the following profiles for Shas'El Mon'tyr Kais and his bodyguards:

S T W I A Ld Sv
Shas'El Mon'tyr WS 5 BS 3 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+
Mon'tyr's Guard WS 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 9 Sv 4+

Jump Infantry (jet pack)

Gear:
Shas'El Mon'tyr: Pulse Pistol, Power Sword, Drone Controller, bonding knife
Bodyguard: Pulse Pistol

To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.


I'll do a bit more in-depth run down of this later - but the basics:
Why is he I6? There is NO reason at all for it.
He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat.
How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.

I'll do a full run down of points and abilities after dinner.

This message was edited 1 time. Last update was at 2012/10/05 17:55:27


   
Made in ae
Thunderhawk Pilot Dropping From Orbit





Anyone willing to give any critique on mine?

Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course... 
   
Made in us
Lone Wolf Sentinel Pilot






 DemetriDominov wrote:
Hey, do you have a hard copy of RA2 still, or did you download it someplace? I'd love to play that game again, I grew up on it!


I have a hard copy, with RA2 RA1 and RA3 in separate disks.

Must be at least 15 different disks for counterstike, ra2, ra1, ra3 and such.


Seeing a squad of veterens swoop in in a Vendetta, secure the area, deliver that math assignment, and extract within 2 minutes would be freaking sweet.

 
   
Made in us
Regular Dakkanaut






 Ovion wrote:

I'll do a bit more in-depth run down of this later - but the basics:
Why is he I6? There is NO reason at all for it.
He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat.
How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.

I'll do a full run down of points and abilities after dinner.


That's because I meant for it to be Farsight in disguise (the name is Farsight's with the titles switched around), and also a bit of a Gundam parody. Maybe I went a bit overboard in the stat increases, but I was trying to make a sor of Farsight Mk2. More for your points' worth, less clunky restrictions, but not letting you take as big of a blob. Something that would be somewhat apealing to take instead of a crisis commander.

Now that I think about it, High initiative, doesn't really make sense on a unit with no melee weapons. Crisis standard I 3 would be more suitable.

This message was edited 1 time. Last update was at 2012/10/05 21:40:01


Current Armies
3000 pts
2500pts (The Shining Helms)
XXXX pts (Restart in progress)
500pts
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Rainyday wrote:
 Ovion wrote:

I'll do a bit more in-depth run down of this later - but the basics:
Why is he I6? There is NO reason at all for it.
He's supposedly got a penchant for close-range combat, but he and his bodyguards are just Fireknives, and kitted out for mid-to-long range combat.
How and why does he have a Power Sword? The closest thing to a Power Weapon in the entire Tau codex is a stolen ancient artifact mounted on a battlesuit.

I'll do a full run down of points and abilities after dinner.


That's because I meant for it to be Farsight in disguise (the name is Farsight's with the titles switched around), and also a bit of a Gundam parody. Maybe I went a bit overboard in the stat increases, but I was trying to make a sor of Farsight Mk2. More for your points' worth, less clunky restrictions, but not letting you take as big of a blob. Something that would be somewhat apealing to take instead of a crisis commander.

Now that I think about it, High initiative, doesn't really make sense on a unit with no melee weapons. Crisis standard I 3 would be more suitable.


Just 'Farsight Mk.2' is a tad boring, I'd have hoped for something a little more intersting fluff wise....
I'd honestly have given him a pair of Pulse Carbines and HW MT ejected, it feels more... Tau, and makes him more than just a Farsight 2. Plus the model would look awesome.

Rainyday wrote:
Spoiler:
Hopefully this isn't too overpowered/undercosted. (I probably should have waited until I had my codex in front of me and could estimate points costs better.)

Shas'El Mon'tyr Kais Shovah 175 pts
WS 5 BS 5 S 5 T 4 W 3 I 6 A 4 Ld 10 Sv 3+/4++ (Shield gen.)
Jump Infantry (Jet Pack)
Wargear
XV83-S custom battlesuit, Hard-wired Multi-tracker, Hard-wired drone controller, Plasma Rifle, Missile Pod, Shield Generator, Bonding knife, Ejection system
Special Rules:
Long-held Grudge: You may not use Ethereals, including Aun'va in an army containing Shas'El Mon'tyr.
Authority: You may select Shas'El Mon'tyr as your 1+ Crisis suit commander
Earth Caste Connections: You may select one item of special issue wargear. This may be purchased by any unit with access to the armory as though it weren't special issue.
Unless accompanied by his bodyguard or drones, Shas'El Mon'tyr is an independent character

OK, I was going to use a Shas'O as base (and I think I will to compare in a minute)... but going Farsight base it is:
170
+1 BS +10
-1 Wound -10
+1I +10
Missile Pod +12
Ejection System +15
Improved Ejected Stats +20
Removing Special Issue from 1 piece of Wargear in the suit Armoury +10
I'm going with losing the Dawn Blade cancels out the lessened restrictions).
Drone Controller means you must take 1-2 drones, so assume 2 Gun for +20
So +87pts over farsight for 257pts - rounded up to 260pts to be thorough.

Shas'o Base:
75
+1 WS +10
-1 W -10
+3I +30
HWMT + 5
HWDC +0
2x Gun Drone +20
Plasma Rifle+20
Missile Pod +12
Shield Generator +20
Bonding Knife +5
Ejection System +15
Improved ES +20
No ethereals -5
Remove SI from 1 piece wargear +10
+152
227, round up to 230pts

Curiously enough, 30pts cheaper off the Shas'o, unless I missed something - if you're dropping it down to I3 + general overpriced-ness of Tau crap, I'd say lets go for 200pts



You may take up to 4 bodyguards for an additional 80 Points per bodyguard
Mon'tyr's Bodyguards
WS 3 BS 4 S 5 T 4 W 3 I 3 A 3 Ld 10 Sv 3+
Jump Infantry (Jet Pack)
Wargear
XV8 battlesuit, Plasma Rifle, T-L Missile Pod, Hard-wired multi-tracker, Ejection system


Bodyguard:
35
+1BS +10
+1 A +10
+2Ld +10
Plasma Rifle +20
TL MP +18
HWMT +5
Ejection System +15
Improved Ejected Stats +10

Comes to 133 per. We'll be nice and round down to 120per as is.


When ejected from their battlesuits, use the following profiles for Shas'El Mon'tyr Kais and his bodyguards:
Shas'El Mon'tyr WS 5 BS 3 S 3 T 3 W 2 I 4 A 2 Ld 10 Sv 4+
Mon'tyr's Guard WS 2 BS 3 S 3 T 3 W 1 I 2 A 1 Ld 9 Sv 4+
Jump Infantry (jet pack)
Gear:
Shas'El Mon'tyr: Pulse Pistol, Power Sword, Drone Controller, bonding knife
Bodyguard: Pulse Pistol

Covered above

To this date, no one has been able to locate early records of Shas'El Montyr Kais Shovah's exploits. He seemingly appeared out of nowhere, piloting a heavily customized golden battlesuit based on an outdated crisis suit model. His methods are unorthodox, and his strange penchant for close-range combat is worrying, but his skills are undeniable. He has enough friends in high places that he has managed to avoid being sidelined so far, but as he has made powerful enemies in the etheral caste, his days are numbered. The large, sword shaped object mounted on the back of his battlesuit is just a bonding knife, obviously.


If you want later / tomorrow, I'll run it through my trademark Ovion-ising process where I whack it into Excel, neaten up the layout and rules, then see if I can balance it / make it more interesting / potentially add my own cool twists and turn it into something balanced that I'd be happy / interested in addign to my own Extended Codex.

   
Made in ca
Guardsman with Flashlight




within the Kingdom of Brittania

 DemetriDominov wrote:
Hey, do you have a hard copy of RA2 still, or did you download it someplace? I'd love to play that game again, I grew up on it!



I'm guessing you're asking me.
Yes I have it on disk. I you want one why not just buy it of a website or like decio said get the ultimate edition. Or in my case wait for Generals 2 to be released.
   
Made in us
Screaming Shining Spear





Hagerstown, MD

 Mynameisalie wrote:
Anyone willing to give any critique on mine?


T5, 4W, 2++ save. Nope.

4500 Points
3500 (1500 painting, using Lizardmen models) http://imgur.com/a/Y28Fw#0
3000 Points of Heralds of Arcadia (Space Marines) 
   
Made in ae
Thunderhawk Pilot Dropping From Orbit





For 650+ points?
Still haven't decided on that yet.
Probs about 700-780 pts
The idea was more of a Shadowsword as an affordable (less than £30) model.
Actually, I'll make a -1 T adjustment, and maybe -1 W
but just keep in mind that Mephiston has this:
T 6
W 5
Sv 2+
So I'd say if I was going to nerf the Archangel, I'll do it through his sword/powers.

This message was edited 2 times. Last update was at 2012/10/06 06:59:57


Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course... 
   
Made in us
Veteran Inquisitorial Tyranid Xenokiller






The Peripheral

Decio wrote:

I have a hard copy, with RA2 RA1 and RA3 in separate disks.

Must be at least 15 different disks for counterstike, ra2, ra1, ra3 and such.



Sir Bushwookie wrote:

I'm guessing you're asking me.
Yes I have it on disk. I you want one why not just buy it of a website or like decio said get the ultimate edition. Or in my case wait for Generals 2 to be released.


2 U both,

I got the ultimate edition. LOVE IT.

 
   
 
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