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Made in gb
Ichor-Dripping Talos Monstrosity






 Spacecat wrote:
After seeing a few high-powered characters, here is my attempt at some humor.

Ork biker Orkel Knevil, 'Da Dare Daemon'.
Spoiler:
In a space hulk somewhere, Orkel was an ork lad earmarked for the kult of speed, but his love of powerful bikes took him in an unusual direction: He loved stunts! Jumping over flamin' pits, slaloming obstacles, jumping over as many trukks as possible, sometimes crashing and burning just to stand back up with a grin and a thumbs up towards his riotous fans (despite a broken bone or three, or being on fire at the time). So his love was the thrill of danger and the howls of wild fans. Life was good in the Hulk where he brought much-needed entertainment to the tribe... Then one day, a slanneshi demon wandering the warp managed to scratch its way through the power fields of that hulk and into Orkel's soul... Orks are vaguely resistant to possession, so that daemon fought an uphill battle, and then found itself marveling at the crazy antics of this particular ork! Never letting pain slow him down, seeking the sharpest thrill of speed and reckless danger, fans howling their approval all the while!

It was a match made in heaven. (or in the warp?)

The Daemon settled comfortably in a partially-possessed Orkel (who found himself with red skin and -real- horns instead of a horned helmet, oh well, the show must go on and his fans think he uses 'faster' warpaint.) and granted him minor puissance to assist the continuing thrills, just enough for Orkel to make a name for himself and earn an awesome bike, and a special issue telescopic bionik arm which allows him to pole-vault his bike over obstables even if a handy rise isn't available. Ever seeking wilder thrills and greater danger, Orkel now takes his unique skills to the battlefield, where he will attempt his craziest stunt yet! Jumping over enemy tanks while being shot at! All for the sake of giving his fans a good show!


Point value: I don't really care, Orkel's for a laff. 80-100 points maybe?
Unit type: Upgrade character for a deffkopta squad - this guy's so good at jumping obstacles that he qualifies as 'jetbike' instead of regular biker. (His high-speed supa-bike helps) Also, the only kamera krew that can keep up with him are kopta pilots.
Stats: WS 4 BS 2 S4 T5 W2 I4 A3 Ld 9 Sv 4+
Wargear: Twin-linked big shoota, telescopik arm
Special rules: Furious charge, Scout, Hit and run, The daemon's dare, 'Watch dis boyz!'.

Telescopik arm: An unusual bionik that can extend three meters and often serves as impromptu pole vault. In combat it allows him to perform two hammer of wrath attacks on the charge instead of one and otherwise counts as a power spear.

The daemon's dare: Orkel isn't one to let a broken arm or two stop him from performing, and withering enemy fire or exploding koptas just make for more thrills! He benefits from Feel no Pain and is Fearless. Lastly, the daemon's own luck grants him an uncanny knack for riding just ahead of mushrooming explosions. He and his unit have a 4++ invulnerable save against blasts, templates, lines, exploding vehicles, nova powers or anything that remotely looks like an area of effect. Even including non-wound effects like Jaws of the World Wolf or a big mek's SAG going haywire.

'Watch dis boyz!': The goal of Orkel, if he's tank-shocked by an enemy tank, or if he moves in base contact with an enemy tank (or even a friendly one and yes, he's allowed to move in contact for this stunt) he can attempt to jump over that vehicle, roll a dice:
1 or less: The stunt fails! Orkel crashes in a spectacular explosion, is carried off on a stretcher yet still manages to give a thumbs up to his adoring fans. He is removed as a casualty but does not award a victory point if he's the last casualty in his unit and is lost this way (all part of the show, he'll be back for another try).
2-6: He jumps over the vehicle, the crowd goes wild! Stabbing his arm in it to better pole vault means he inflicts one S9 AP2 hit on the vehicle's side armor during the jump. Then roll a D6, that's how many inches away he'll land measured from the opposite facing of the vehicle.
-If he lands on another vehicle, roll again but with a cumulative -1. He could conceivably jump over five tanks in a row!
-If he lands in clear or difficult/dangerous terrain, the koptas join him in coherency. Any models ending up in DT make a dangerous terrain test.
-If he lands on infantry, his koptas join him as above and the infantry scatter out of the way as if they had been tank-shocked.
-If his landing is blocked by impassable terrain, a table edge or a monstrous creature, he crashes as per 'The stunt fails!', the koptas aren't crazy enough to follow him then.



This guy is awesome.

I have a bunch of random Orks from AOBR that I haven't really known what to do with.. and now I do... make this guy and his Kamera Kopta chasers.

This message was edited 1 time. Last update was at 2012/11/27 04:25:17


   
Made in ca
Yellin' Yoof




Canada

Thanks for the vote of appreciation Ovion, I was hoping to get someone to smile and you upped that ante!

Just... please don't quote the entire post, haha! It's a bit wall-of-textish.


Oh yeah, come to think of it, he oughta be allowed to use his stunt against monstrous creatures if facing a tyranid army.

This message was edited 1 time. Last update was at 2012/11/27 04:01:55


 
   
Made in us
Liche Priest Hierophant






Ever note it's always the Orks that have to come along and give the comic relief?

Dat'z kuz Orkz iz best, even at Laffs.

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 ca
Heroic Senior Officer





Krieg! What a hole...

Yeah, not everyone enjoy the overgrown fungus.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Spacecat wrote:
Thanks for the vote of appreciation Ovion, I was hoping to get someone to smile and you upped that ante!

Just... please don't quote the entire post, haha! It's a bit wall-of-textish.


Oh yeah, come to think of it, he oughta be allowed to use his stunt against monstrous creatures if facing a tyranid army.


Oops - I normally whack Spoiler Tags in there (fixed now).
Yeah, should probably work against MCs too .

And yeah, I've been looking at these AOBR orks, mostly still on the sprue and just thinking 'well, what the buggery do I do you you buggers', being while I like the Orks, I'm not entirely fussed about them overall, mostly going for an allied detachment calling them Da Random Gitz xD.

So lo - Da Random Gitz have found something to rally around - a Red Ork with horns on a fancy bike. Should be fun.
Maybe I'll grab a Battleforce and a Dakkajet to be able to field them as a full blown army.

This message was edited 1 time. Last update was at 2012/11/27 04:33:02


   
Made in ca
Yellin' Yoof




Canada

I don't know what army you play normally, but orks are decent allies, bringing fair solid (and definitely cheap) troops to hold objectives. And the stuntorks deffkopta team can outflank, distract the foe, and maybe survive to give linebreaker.

So I'd say, start with them as ally 'stuntorks' with lucky blue bars and the occasional white star being their paint theme. And extra points if you manage to model Orkel in the middle of a pole vault, hahaha!

This message was edited 1 time. Last update was at 2012/11/27 04:44:50


 
   
Made in hk
Alluring Mounted Daemonette





Melbourne

Erik Morkai, The-Wolf-That-Other-Wolves-Fear

210 points

Type: Infantry (unique)

WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Runic armor, Camo cloak, Wolftooth necklace, Wolf Tail talisman, combi-melta, bolt pistol, frag and krak grenades, melta bombs, belt of russ

Morkai's Bite: This is a frost axe that inflicts Instant Death.

Special Rules: Independent Character, Fearless, Counter Attack, Acute Senses

The Hunter: Erik has the Night VIsion USR, conferred to any squad he joins. In addition, he has the Saga of the Hunter, meaning he can join a unit of Wolf Scouts.

Morkai the Terrifying: Morkai causes Fear. In addition, successful Fear tests taken against Morkai must be re-rolled.

This message was edited 1 time. Last update was at 2012/11/27 15:18:08


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
Daemonic Dreadnought






AL

"Humorous Attempt"

Slendercron

WS4 BS4 S5 T5 W3 A2+D3 I2 LD10 Sv 2+

Unit Type:
Infantry

Wargear:
Morphing Necrodermis: The Slendercron's necrodermis is similar to that of the C'tan Shards, capable of changing shape to whatever suits it's needs or desires. In this case, additional arms, tentacles, etc. with which to ensnare or attack its prey. The Slendercron thus gains D3 attacks each assault phase as well as a 2+ armor save. Furthermore, the morphing Necrodermis is treated as a close combat weapon with the following profile:
S: User AP:3 Special: Rending
Slender suit: This suit allows the Slendercron to slip through any obstacle as if it weren't even there as he simply seems to phase through it. The Slendercron ignores both difficult and dangerous terrain as well as benefiting from a 3+ invulnerable save.
Tie of Darkness: much like the Veil of Darkness, this allows the Slendercron to deepstrike wherever he pleases in the movement phase. However, the Slendercron may use this to exit close combat prior to the initiative step.
Whip Coils

Special Rules:
Eet the Children (preferably medium rare): As all the races of the galaxy are younger than the Necrons in general, all of them are the equivalent of children, which suits the Slendercron fine. The Slendercron may select an enemy unit at the beginning of the game to stalk. The Slendercron then gains that unit's movement profile (representing him keeping pace with his prey) and may use his Tie of Darkness to teleport himself straight into assault with the stalked unit without deepstrike scatter. The Slendercron also gains preferred enemy against the said unit (he really doesn't want his meal to escape).
Reanimation Protocols
Everliving
Fear

Whatcha all think?

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
Lone Wolf Sentinel Pilot






^ Looks nice from a cursory glance, I was going to make my Haemonculus Ancient into the Slenderman.

This definitely works too.

As for points level, I'd add the C'tan points for ignoring terrain and then add the points for an Overlord. I don't know what else, but the others can surely come up with a price detail.

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 hk
Alluring Mounted Daemonette





Melbourne

Corswain, Paladin of the Ninth Order, Equerry to the Lion

120 points

Type: Infantry (character)

Composition: 1 (unique)

WS7 BS4 S4 T4 W2 I5 A3 Ld9 Sv3+

Wargear: power armour, bolt pistol, bolter, frag and krak grenades

Knightsvow: This is a close combat weapon. Strength +2, AP3, Two-handed, Rending. Grants a 5+ invulnerable save to the bearer.

Special Rules: Independent Character, Stubborn

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
Daring Dark Eldar Raider Rider



In your nightmares...

Kasskal'Vrich, Chaos Champion of Slaanesh

Basically, Kasskal's a favoured servant of Slaanesh who has been half-possessed by the Greater Daemon Vrich, hence the combined name. Vrich is mostlycontent just to share the body, but will emerge when Kasskal is severely injured.

WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+

Unit Composition: 1 Kasskal'Vrich
Unit Type: Infantry

Wargear
Power armour, frag and krak grenades, Mark of Slaanesh, bolt pistol, Doom Siren
Vrich-Bound Blade: A gift from Kasskal's daemonic alter ego, the Vrich-Bound Blade funtions as a Slaaneshi daemon weapon with the Instant Death special rule.

Special Rules
Independant Character, Fearless, Invulnerable save (4+)

the Daemon Within: If Kasskal is reduced to 1 Wound, but does not die, Vrich bursts to the surface and seizes control of the body. Kasskal'Vrich's profile permanently changes to the following: WS10 BS5 S6 T5 W4 I7 A5 Ld10 Sv3+, and becomes a Monstrous Creature, although he loses Independant Character. Note that he will still begin with one Wound, not four. Every Wound Vrich deals in close combat will regenerate a Wound lost earlier. If he is brought back up to four Wounds then he reverts to Kasskal, on three.

Points value, 200, 250? Something like that.


EDIT: Also, Slendercron seems really paedophilic But i guess that was what you were going for.

This message was edited 1 time. Last update was at 2012/11/29 10:26:02


2000 points. Win:23 Draw:3 Lost:3

Back after hiatus. I'll see you around! 
   
Made in us
Ravager





Ft campbell ky

Eramthgin, lord of the four gods
Eramthgin is a coalition of the four chaos gods, each god spent extended periods of time, warping and molding this entity of not just warp tainted flesh bone and sinew but of the most chaotic most disgusting and horrific ideals brought forth from the warp. Eramthgin is a daemon prince the most feared of any daemon for his tainted abilities from each god.

Eramthgin was previously known as Claoter Iodi captain of 4th company Angels of Creed (BA successor) his ship No mercy for the hated, was lost to the warp along with every one on board, his ship was recovered by 2nd company of the salamanders when a distress beacon was mysteriously sent out, believing after scanning for life that the ship was deserted the salamanders boarded regained control and moved the ship back towards Baal in efforts to return what was not rightfully theirs.

Eramthgin, emerged not as a daemon or even as a presence he emerged first as a thought a thought of hate a thought of pride a thought of guilt but he didn't use any of these to destroy minds or consume them he used them to pull him self out the warp, this is when he struck
he emerged first in the control room severing heads and killing space marines and any around him being easily able navigating his ship he struck again and again all while summoning a warp storm around the ship disabling it and cutting of reinforcements from the salamanders ship rendering those of 2nd company that remained dead

As the storm passed the rest of 2nd company and a small contingent of BA returned to the No mercy for the hated only to find death, and their brothers silenced forever. The blood Angels ordered the vessel destroyed and forever erased it from existence along with the chapter itself.

Eramthgin is a Daemon, fear, hatred everything, flying monstrous creature, Stealth, Pysker, Vector strike, Skyfire, fleet

WS 7- BS 4- S 6 T 6- W 4- I 7- A 5+d6 SV 2+(4+)

300 pts

Sword of cruelty is a power weapon on a roll of a 3+ the Sword of cruelty unleashes a warp tainted blue light that attaches it self to its victim and rips his soul out with no armor saves allowed

Armor of No mercy- forged from the depths of the warp and torn from his own ship the gods of chaos forged him armor to with stand any blow Armor of no mercy confers a 2+ arm sv and 4+ inv sv

Strength of Khorne confers a +2 to str on the charge

A Sorcerer of eternity he may choose up to 2 of any psychic abilities available to him from Codex CSM the Rule book or codex Chaos daemons

Aura of decay

Swift and furious gains fleet and +1 in already in profile

This message was edited 1 time. Last update was at 2012/11/29 12:25:52


So what did a squad of Fire Dragons say to the ork stompa?
MUhahahahah Apocaliptic Explosion!!!

3000 pts  
   
Made in hk
Alluring Mounted Daemonette





Melbourne

Seraph, Captain of the 62nd Company, Blood Angels Legion

Seraph was an unremarkable line officer until the Battle of Terra. GIven the command of the East Wall after his superiors were killed, he held his section for the duration of the siege, repelling hundreds of traitor assaults. At the height of the siege, he led a squad in reinforcement of the East Gate, where he sacrificed his life, detonating a melta charge that brought thousands of tons of rubble onto himself and a spearhead of Sons of Horus, sealing the breach and buying the defenders time. His name is held in the highest regard and honour amongst the Blood Angels.

Points: 165

Type: Infantry (character)

Unit composition: 1 (unique)

WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+

Wargear: artificer armor, plasma pistol, frag and krak grenades, melta bombs

Angelus: This is a power sword that has the master crafted, Soul blaze and two-handed USRs.

Special Rules: Independent Character, Stubborn

Heroic Sacrifice: When Seraph loses his last wound, he can choose to make a heroic sacrifice. If you choose to do so, Seraph can immediately move D6 inches. At the conclusion of that move, centre the large blast template over Seraph. Every model, friend or foe, under the template, is hit by a single S8 AP1 Melta hit.

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

Painbiro wrote:
Kasskal'Vrich, Chaos Champion of Slaanesh
Spoiler:

Basically, Kasskal's a favoured servant of Slaanesh who has been half-possessed by the Greater Daemon Vrich, hence the combined name. Vrich is mostlycontent just to share the body, but will emerge when Kasskal is severely injured.

WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+

Unit Composition: 1 Kasskal'Vrich
Unit Type: Infantry

Wargear
Power armour, frag and krak grenades, Mark of Slaanesh, bolt pistol, Doom Siren
Vrich-Bound Blade: A gift from Kasskal's daemonic alter ego, the Vrich-Bound Blade funtions as a Slaaneshi daemon weapon with the Instant Death special rule.

Special Rules
Independant Character, Fearless, Invulnerable save (4+)

the Daemon Within: If Kasskal is reduced to 1 Wound, but does not die, Vrich bursts to the surface and seizes control of the body. Kasskal'Vrich's profile permanently changes to the following: WS10 BS5 S6 T5 W4 I7 A5 Ld10 Sv3+, and becomes a Monstrous Creature, although he loses Independant Character. Note that he will still begin with one Wound, not four. Every Wound Vrich deals in close combat will regenerate a Wound lost earlier. If he is brought back up to four Wounds then he reverts to Kasskal, on three.

Points value, 200, 250? Something like that.


EDIT: Also, Slendercron seems really paedophilic But i guess that was what you were going for.


Uh... So you need to points cost him out. Without the Daemon funtime he's already over 150 points and Look Out, Sir! Makes this too easy for him to jump out. Overall I think he's over powered but at the same time he's gonna be disappointing to someone. If he doesn't come out you spent waayyy too much on him. If he comes out your enemy gets completely screwed. Either way someone looses =/ If I were your opponent I'd make you cost him well over 300 and make it so that he automatically comes out once the lord dies. But that's just me.

 whrextheimpaler wrote:
Eramthgin, lord of the four gods
Spoiler:

Eramthgin is a coalition of the four chaos gods, each god spent extended periods of time, warping and molding this entity of not just warp tainted flesh bone and sinew but of the most chaotic most disgusting and horrific ideals brought forth from the warp. Eramthgin is a daemon prince the most feared of any daemon for his tainted abilities from each god.

Eramthgin was previously known as Claoter Iodi captain of 4th company Angels of Creed (BA successor) his ship No mercy for the hated, was lost to the warp along with every one on board, his ship was recovered by 2nd company of the salamanders when a distress beacon was mysteriously sent out, believing after scanning for life that the ship was deserted the salamanders boarded regained control and moved the ship back towards Baal in efforts to return what was not rightfully theirs.

Eramthgin, emerged not as a daemon or even as a presence he emerged first as a thought a thought of hate a thought of pride a thought of guilt but he didn't use any of these to destroy minds or consume them he used them to pull him self out the warp, this is when he struck
he emerged first in the control room severing heads and killing space marines and any around him being easily able navigating his ship he struck again and again all while summoning a warp storm around the ship disabling it and cutting of reinforcements from the salamanders ship rendering those of 2nd company that remained dead

As the storm passed the rest of 2nd company and a small contingent of BA returned to the No mercy for the hated only to find death, and their brothers silenced forever. The blood Angels ordered the vessel destroyed and forever erased it from existence along with the chapter itself.

Eramthgin is a Daemon, fear, hatred everything, flying monstrous creature, Stealth, Pysker, Vector strike, Skyfire, fleet

WS 7- BS 4- S 6 T 6- W 4- I 7- A 5+d6 SV 2+(4+)

300 pts

Sword of cruelty is a power weapon on a roll of a 3+ the Sword of cruelty unleashes a warp tainted blue light that attaches it self to its victim and rips his soul out with no armor saves allowed

Armor of No mercy- forged from the depths of the warp and torn from his own ship the gods of chaos forged him armor to with stand any blow Armor of no mercy confers a 2+ arm sv and 4+ inv sv

Strength of Khorne confers a +2 to str on the charge

A Sorcerer of eternity he may choose up to 2 of any psychic abilities available to him from Codex CSM the Rule book or codex Chaos daemons

Aura of decay

Swift and furious gains fleet and +1 in already in profile


I can't imagine the 4 Chaos Gods working together to make a champion. While someone like Abaddon was blessed by all 4 and some CSM warbands are "Undivided" it's because they choose to worship the gods that way. So fluffwise I think it's better to go a little Abaddonie and make him a Daemon Prince who has been blessed by all the Gods. BUT that's me.

Sword of Cruelty - Make sure to mention when you roll to see if it becomes AP2. Also, it sounds like it's supposed to cause Instant Death, was that missed or am I over exaggerating it?

Sorcerer of Eternity - Chaos Daemons don't have Psychic Powers. Plus I think that if you're going to be able to CHOOSE which powers they are you need to limit that to one Codex. Even Ahriman has to roll for powers, I think this might be a bit too strong as is...


Too be honest I think he's so powerful that 300 points is very undercosted. Once you reach a certain point things just need to be costed exponentially higher. A Daemon Prince with Wings, Power Armor, and Lvl2 Psyker is already 255 points. THen you add in the Sword, Sorcerer, Aura of Decay, Str of Khorne, Stat boosts, Fleshmetal, Aura of Dark Glory, Stealth, Fleet, Hatred (Everything), Fear, a SAFE Daemon Weapon, and Swift and Furious...

That's well over 400.


CalasTyphon216 wrote:
Seraph, Captain of the 62nd Company, Blood Angels Legion
Spoiler:

Seraph was an unremarkable line officer until the Battle of Terra. GIven the command of the East Wall after his superiors were killed, he held his section for the duration of the siege, repelling hundreds of traitor assaults. At the height of the siege, he led a squad in reinforcement of the East Gate, where he sacrificed his life, detonating a melta charge that brought thousands of tons of rubble onto himself and a spearhead of Sons of Horus, sealing the breach and buying the defenders time. His name is held in the highest regard and honour amongst the Blood Angels.

Points: 165

Type: Infantry (character)

Unit composition: 1 (unique)

WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+

Wargear: artificer armor, plasma pistol, frag and krak grenades, melta bombs

Angelus: This is a power sword that has the master crafted, Soul blaze and two-handed USRs.

Special Rules: Independent Character, Stubborn

Heroic Sacrifice: When Seraph loses his last wound, he can choose to make a heroic sacrifice. If you choose to do so, Seraph can immediately move D6 inches. At the conclusion of that move, centre the large blast template over Seraph. Every model, friend or foe, under the template, is hit by a single S8 AP1 Melta hit.


Pointed out against a normal Blood Angels captain, You're getting the Heroic Sacrifice for free and I think it's way too powerful to ignore. Large Blast Melta? That's really deadly, even if it is only when he dies. And rather than most of the random "on death" explosions you can choose whether it happens, essentially eliminating any threat to yourself. To be fair I'd cost him up to 180.

This message was edited 2 times. Last update was at 2012/11/29 15:21:31


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
Regular Dakkanaut




TECHNARCH COMBAT TROOPER TEAM
WS4 BS3 S3 T3 W1 I3 A2 LD8 SV4+ (Combat Trooper)
WS4 BS3 S3 T3 W1 I3 A3 LD8 SV4+ (Combat Trooper Sergeant)

Unit Composition: 1 Combat Sergeant and 9 Combat Troopers
Unit Type: Infantry

Wargear: Energy Blade, Pulse Pistol, Carapace Armour, Blind Grenades
Special Rules: Stubborn

[Energy Blade] Melee, User Strength, AP5
[Pulse Pistol] 12" S5 AP5 Pistol
[Blind Grenades] 8" S- AP- Assault 1, Blinded
* Can also be used after a charge (you or the enemy) but before blows are made. The target unit must then take an Initiative test or suffer from Blinded for the rest of that round of combat.


These guys are a close-combat variety of the basic troops my homebrew army idea has. They are partially inspired by the "Rising Sun Empire" troops I saw in a C&C: RA3 trailer/intro. Tactically, they would throw or use their Blind Grenades before entering melee, weakening the enemy. Then they would dispatch them with their Energy Blades.

Cost wise, I would give them around 120 points. Subject to change of course - I'm not good with estimating such a thing.
   
Made in ca
Bane Lord Tartar Sauce




This thread is for special characters, not new units. As cool as your unit is, it is more productive for you to post it in a separate thread.
   
Made in gb
Ghastly Grave Guard



Uk

Points:240

Chapter Master Sevarin Orpheus of the Lambent Blades:
WS:6 BS:5 S:4 T:4 W:3 I:6 A:4 LD:10 Sv:2+
Unit type: Infantary
Wargear: Artificer armour, Master crafted bolter (kraken bolts), Lambent Blade, Frag and Krak grenades, Mantle of Faith (Iron Halo), Helm of the Omnihisire

Lament Blade: Master crafted force weapon, users strength, AP-3
Helm of the Omnihsire: Physic wards plastered across this helm give the wearer the appearance of the beholders worst nightmare. The wearer causes fear and forces one model in base contact to pass a LD test before attacking.

Special rules: Psyker: Mastery level 2 from the telekinetic powers.
They shall know no fear, combat tactics, Independant character

Fluff wise: The lambent blades are a unknown founding chapter who's origins are thought to be from the noble ultramarines or the raven guard. They are renowned for their adaptability to situations and brave heroic last stands. Sevarin Orpheus took over the mantle of chapter master after his predecessor was mutilated and torn apart in the most perverse manner by a deamon lord of slannesh. Sevarin hunted down the abomination and tore him apart earning the respect of his fellow captains. He is over 500 years old, with 480 years of combat experience, this long standing service has lead to him being promoted as not only the chapters leader but also their chief libarian.

How does he sound points and fluff wise?


Automatically Appended Next Post:


In terms of looks he wears extremely ornate artificer armour and the lambent blades colour scheme is non metallic silver with an electric blue hew to it. He also wears an ornate maximus armour helm

Game wise I've tried him out before , he's pretty solid with his psychic powers thinking of buffing him up to 280 points wise, he's like a powerful version of Dante and is very useful for rallying a battle line.

This message was edited 1 time. Last update was at 2012/12/09 20:03:53


 
   
Made in us
Power-Hungry Cultist of Tzeentch




Basically an "unmarked" Chaos Sorcerer who understands that you shouldn't screw with the Warp or it'll screw with you back. He dislikes using the Warp for offensive means and will only manifest "gentler" powers. Some cool special weapons thrown in to match a model that I converted and a funky new Warlord trait I altered from a unit I found awhile back in an Apocalypse book. I originally had the trait as 12" but figured I'd lessen the impact of it a little bit since most Warlord traits we have seen so far don't change the game very much.

Codex: Chaos Space Marines - Sorcerer Lord Osiris - 200 points

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

Unit Type: Independent Character

Wargear:
- Terminator Armour
- Sigil of Corruption (Codex: CSM, 4+ invulnerable)
- Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile)
- Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)

Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:

- Range 24" / S 4 / AP 5 / Rapid Fire
- Range Template / S 8 / AP 1 / Assault 1, Melta (One shot)

Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Warpstrike's inner power is released by Tzeentch for the rest of the game.

Dormant: Range - / S -as user- / AP 3 / Melee
Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour

Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass an Initiative test or be removed as a casualty with no saves of any kind allowed.


Warlord Trait: Protection and Prescience

- All friendly units within 6" (not the Warlord) add +1 to their invulnerable saves.

Special Rules:
- Fearless

Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.

Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.

Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Any pskyer (friend OR foe) within 12" of Osiris cannot use witchfire powers or powers that could otherwise remove models as casualties.

This message was edited 1 time. Last update was at 2012/12/10 04:49:30


 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

GameFreak975 wrote:


Codex: Chaos Space Marines - Sorcerer Lord Osiris - 200 points
Spoiler:

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

Unit Type: Independent Character

Wargear:
- Terminator Armour
- Sigil of Corruption (Codex: CSM, 4+ invulnerable)
- Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile)
- Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)

Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:

- Range 24" / S 4 / AP 5 / Rapid Fire
- Range Template / S 8 / AP 1 / Assault 1, Melta (One shot)

Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Warpstrike's inner power is released by Tzeentch for the rest of the game.

Dormant: Range - / S -as user- / AP 3 / Melee
Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour

Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass an Initiative test or be removed as a casualty with no saves of any kind allowed.


Warlord Trait: Protection and Prescience

- All friendly units within 6" (not the Warlord) add +1 to their invulnerable saves.

Special Rules:
- Fearless

Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.

Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.

Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Any pskyer (friend OR foe) within 12" of Osiris cannot use witchfire powers or powers that could otherwise remove models as casualties.




LOTS of no. a 12" bubble of no psychic shooting? That's pretty stinkin' good considering most psychic pewpews are short range. 6" bubble to Invuln saves? Really? So your Daemon buddies with Fateweaver just don't ever die, huh? And giving all those TzeenieTermies free stormshields with no downsides can't be a bad thing, right? Oh and then he gets a MELTAFLAMER? (as the melta rule gives +1d6 armor pen inside of half the max range... and it's a flamer... I think you meant Armorbane). And then you price him at a cost of a sorcerer with all these upgrades but don't add in the cost for the warlord trait, anti-Psycher bubble, awesome sword, better psychic rolling options, +1BS, WS, W, and A?
I think you got some work ahead of you...

My suggestions:
I don't even know what to do with Slagrend as it's just brutal. S5 AP3? Still decimating so expect to pay for it.
For Warpstrike I'd make it activate as a Force Weapon at the beginning of Assault costing 2 Warp Charges (you'll find very few standard initiative weapons that are also AP2 for a reason)
Protection and Prescience should be to his squad. If they don't have an invuln they get a 5++.
Remove his ability to roll on Divination. It doesn't seem like it fits his fluff and no other CSM get it. I can see Telepathy, but am confused as to why you removed Pyromancy when clearly he's a flamey kind of guy.
Calming Presence: Osiris's squad can Deny the Witch on 3+ against psychic shooting attacks.


After all of my above suggestions I'd still cost him at ~275.
Spoiler:

Sorcerer = 60 Points
lvl3 Psyker +50 Points
+1 WS +15
+1 BS +5 (lower than usual as he can't do psychic shooting)
+1 W +10
+1 A +10
TermiArm +25
Sigil of Corr +25
mark of Tzee +15
Inferno Bolts +0 (We'll just include this with his super cheap BS upgrade)
Slagrend +15-20
WarpStrike +25 (Devour and +D3 attacks ontop of AP2 is NASTY. I priced it cheaper than the other Chaos Artifacts for it's activation)
Fearless +10
Warlord Trait +0-5 (Even after my changes to it it's awesome and being guaranteed to have something that helps must be nice)
Calming Presence +10



Automatically Appended Next Post:
BaconUprising wrote:
Points:240

Chapter Master Sevarin Orpheus of the Lambent Blades:
Spoiler:

WS:6 BS:5 S:4 T:4 W:3 I:6 A:4 LD:10 Sv:2+
Unit type: Infantary
Wargear: Artificer armour, Master crafted bolter (kraken bolts), Lambent Blade, Frag and Krak grenades, Mantle of Faith (Iron Halo), Helm of the Omnihisire

Lament Blade: Master crafted force weapon, users strength, AP-3
Helm of the Omnihsire: Physic wards plastered across this helm give the wearer the appearance of the beholders worst nightmare. The wearer causes fear and forces one model in base contact to pass a LD test before attacking.

Special rules: Psyker: Mastery level 2 from the telekinetic powers.
They shall know no fear, combat tactics, Independant character

Fluff wise: The lambent blades are a unknown founding chapter who's origins are thought to be from the noble ultramarines or the raven guard. They are renowned for their adaptability to situations and brave heroic last stands. Sevarin Orpheus took over the mantle of chapter master after his predecessor was mutilated and torn apart in the most perverse manner by a deamon lord of slannesh. Sevarin hunted down the abomination and tore him apart earning the respect of his fellow captains. He is over 500 years old, with 480 years of combat experience, this long standing service has lead to him being promoted as not only the chapters leader but also their chief libarian.

How does he sound points and fluff wise?


Automatically Appended Next Post:


In terms of looks he wears extremely ornate artificer armour and the lambent blades colour scheme is non metallic silver with an electric blue hew to it. He also wears an ornate maximus armour helm

Game wise I've tried him out before , he's pretty solid with his psychic powers thinking of buffing him up to 280 points wise, he's like a powerful version of Dante and is very useful for rallying a battle line.


Dang it man... you're really gonna make me say this? You'll almost NEVER see someone say this in this thread but... you overcosted him. Plus don't forget to include Orbital Bombardment! Or was it intentionally left out? If so -25 points to below

I'd still just cost him at 220.
Spoiler:
Chapter Master +125
+1i +10
+1A +10
Artificer Armor +15
Lament Blade +30 (+15 for Power weapon +10 for Force +5 for MC)
Helm +5
Psyker +30 (This is undercosted because he only has access to Telekensis which kinda blows)

This message was edited 3 times. Last update was at 2012/12/10 05:53:57


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
Power-Hungry Cultist of Tzeentch




My suggestions:
I don't even know what to do with Slagrend as it's just brutal. S5 AP3? Still decimating so expect to pay for it.
For Warpstrike I'd make it activate as a Force Weapon at the beginning of Assault costing 2 Warp Charges (you'll find very few standard initiative weapons that are also AP2 for a reason)
Protection and Prescience should be to his squad. If they don't have an invuln they get a 5++.
Remove his ability to roll on Divination. It doesn't seem like it fits his fluff and no other CSM get it. I can see Telepathy, but am confused as to why you removed Pyromancy when clearly he's a flamey kind of guy.
Calming Presence: Osiris's squad can Deny the Witch on 3+ against psychic shooting attacks.


His access to those psychic disciplines was intentional, as they contain the most blessings/maledictions. Since he can't utilize shooting, I removed Pyromancy since practically all of those abilities are offensive in nature.

I like your Calming Presence suggestion.

I agree with the absurdity of Slagrend - which is why I posted it here to begin with. I originally planned to make it Range TEMPLATE / S D6+1 / AP 1 / Assault 1, Armourbane which I think would be more reasonable.

His Warlord trait, I had only skimmed the allies section and read that Allies of Convenience cannot benefit from Warlord traits and I just assumed that Battle Brothers also could not benefit from Warlord traits. The +1 invuln to Fateweaver and company was unintentional. I'll reword it either to his unit gains +1 to invulnerables or friendly units from Codex: CSM gain +1 to their invulnerable in a 6" bubble. If Fateweaver can let everyone in 6" reroll their saves, I think CSM can have a +1.

I like the idea of the sword draining Warp Charge. I'll rewrite that and stick it in.

Spoiler:


Sorcerer Lord Osiris - 250 points

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

Unit Type: Independent Character

Wargear:
- Terminator Armour
- Sigil of Corruption (Codex: CSM, 4+ invulnerable)
- Mark of Tzeentch (Codex: CSM, add +1 to invuln save - already included in profile)
- Inferno Bolts (in case anyone doesn't know Codex: CSM, Inferno Bolts make bolt weapon shots resolve at AP3 rather than AP5)

Slagrend: Osiris carries with him an ornate combi-melta capable of unleashing a destructive plume of energy and heat. Due to his mistrust of offensive sorcery, Osiris prefers to dispatch his foes with steel and plasma rather than abuse the destructive power of the Warp. Slagrend is a unique combi-melta that fires the following profiles:

- Range 24" / S 4 / AP 5 / Rapid Fire
- Range Template / S D6+1 / AP 1 / Assault 1, Armourbane, Gets Hot (One shot)

Warpstrike: Osiris does not carry the standard armaments of a psyker into battle, instead preferring to defeat his opponents through martial skill. Osiris' glimmering power sword, unbeknownst to him, is an ancient and powerful Soul Devourer once held by the Oracle of Tzeentch: Kairos Fateweaver. The weapon's true potential remains inactive, but the Changer of the Ways is a fickle master. At the beginning of the Fight sub-phase, roll a D6. If a 1-4 is rolled, the weapon remains dormant. If a 5 or a 6 is rolled, Osiris realizes the potential of his weapon and may take action to enable it. If Osiris so wishes, he may expend 2 Warp Charge (provided he has the 2 Warp Charge to spend) to activate Warpstrike's new strength for the rest of the game.

Dormant: Range - / S -as user- / AP 3 / Melee
Active: Range - / S +1 / AP 2 / Melee, +D3 attacks, Devour

Devour: Models that suffer an unsaved wound from an attack with the Devour special rule must immediately pass a Leadership check or be removed as a casualty with no saves of any kind allowed. If Warpstrike fails to wound anyone in a single close combat phase, roll a D6. On a roll of a 1, Osiris takes a Str 5, AP2 hit with the Ignores Cover special rule.

Warlord Trait: Protection and Prescience

- All friendly units (from this codex and excluding the Warlord himself) within 6" add +1 to their invulnerable saves. This will affect Warlord's unit but, as previously stated, not the Warlord himself. A unit without an invulnerable save will instead benefit from a 6+ invulnerable.

Special Rules:
- Fearless

Psyker (Mastery Level 3): Osiris generates his powers from the Biomancy, Divination, Telekinesis, and Telepathy disciplines. He may ONLY use powers that count as Blessings or Maledictions.

Marked by Dark Destinies: Osiris does not swear allegience to any one of the Chaos Gods. Though he has already been claimed by Tzeentch, Osiris remains unaware of this destiny. As a result, though he bears the Mark of Tzeentch and the subsequent +1 to the invulnerable save provided by his Sigil of Corruption, Osiris is not required to roll once on the Tzeentch discipline for his psychic powers.

Calming Presence: Osiris' presence has a calming ripple effect through the minds of other psykers near him. Osiris and his squad have a 3+ Deny the Witch save against witchfire spells, psychic shooting attacks, and powers that would otherwise remove models as a casualty.


How about that?

This message was edited 5 times. Last update was at 2012/12/10 06:23:07


 
   
Made in hk
Alluring Mounted Daemonette





Melbourne

having a AP1 flamer is still a no
no partials against vehicles now makes it just brutal, even with variable strength
why not make it a combi melta where he can shoot the melta more than once?

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






Hoboy. The concept of the CSM Sorc is interesting. And kudos on using a layout that doesn't hurt my eyes.

But it's quite OTT at the moment... I'll come give my 2 cents once I've woken up a bit more

   
Made in hk
Alluring Mounted Daemonette





Melbourne

Kargos Bloodspitter, Apothecary, World Eaters Legion

Type: Infantry (unique)

125 points

WS5 BS5 S4 T4 W2 I5 A2 Ld9 Sv3+

Wargear: power armor, narthecium (grants FNP to his unit), refractor field (5+ invul), bolt pistol, frag and krak grenades

Bloodspitter: So named for it's habbit of spitting out chunks of gore in a rearward direction. This is a master-crafted chainaxe (AP4 ccw) with the Rending and Shred USRs

Special Rules: Independent Character, Legiones Astartes (World Eaters)

Apothecary: Kargos is protected because he safeguards the future of the Legion. All failed Look Out Sir rolls can be re-rolled.

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 ca
Warp-Screaming Noise Marine




Canada!

I actually like this one!

It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax... It's just a show, I should really just relax...  
   
Made in us
Power-Hungry Cultist of Tzeentch




CalasTyphon216 wrote:
having a AP1 flamer is still a no
no partials against vehicles now makes it just brutal, even with variable strength
why not make it a combi melta where he can shoot the melta more than once?


I don't understand this reasoning. Also, partials against vehicles was never an issue for flamer template weaponry, they always resolved at full strength and effect no matter how little of the flamer template touched them.

Flamers of Tzeentch are Jump Infantry with (essentially) an AP1 Flamer. They decimate all infantry they touch all game long and can glance vehicles to death on a 4+. This weapon is a one shot template with the potential to still roll 2 strength. Maybe it's a bit OTT, but this is 40k. 40k is OTT, no?

This message was edited 1 time. Last update was at 2012/12/10 17:10:51


 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

Flamers are only ap2 and can only glance vehicles.

As for being OTT, yes 40k is OTT. But if you want to create characters that are OTT then expect people to not play them or want you to cost them more than they normally would be.

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
Power-Hungry Cultist of Tzeentch




 felixander wrote:
Flamers are only ap2 and can only glance vehicles.

As for being OTT, yes 40k is OTT. But if you want to create characters that are OTT then expect people to not play them or want you to cost them more than they normally would be.


I've just never seen a scenario before in which a game was decided based on one single template shot. It's hard to imagine a one shot, ignores Armour template being so overpowered.
   
Made in gb
Ichor-Dripping Talos Monstrosity






GameFreak975 wrote:
CalasTyphon216 wrote:
having a AP1 flamer is still a no
no partials against vehicles now makes it just brutal, even with variable strength
why not make it a combi melta where he can shoot the melta more than once?


I don't understand this reasoning. Also, partials against vehicles was never an issue for flamer template weaponry, they always resolved at full strength and effect no matter how little of the flamer template touched them.

Flamers of Tzeentch are Jump Infantry with (essentially) an AP1 Flamer. They decimate all infantry they touch all game long and can glance vehicles to death on a 4+. This weapon is a one shot template with the potential to still roll 2 strength. Maybe it's a bit OTT, but this is 40k. 40k is OTT, no?


OTT means overpowered and undercosted.

AP1 Flamers are bad for vehicles, but worse for everything else.
I just got in, and am checking everything - but I'll run it through my patented costing and review in a minute.

This message was edited 1 time. Last update was at 2012/12/10 19:24:28


   
Made in gb
Ghastly Grave Guard



Uk

Okay this is my stab at battle of Prospero era Phosis T'kar when he bludgeons his way through the personal retinue of Leman Russ.

Ws 6
Bs 5
S. 5
T. 4
W. 3
I. 5
A. 4
Ld. 10
Sv. 2+

Wargear: Hequa Staff, Master crafted bolter, Artificer armour, helm of the scarab lord, iron halo, frag and krak grenades, inferno bolts

Special rules: And they shall know no fear, combat tactics, psyker mastery level 3 (psychic powers listed below), Independent character

Hequa staff: Master crafted force weapon ap-3 strength-user
Helm of the Scarab lord: Generates an additional physic power for a total of 4

Physic powers:
Crush- T'kar flings aside or crushes his opponent with simplistic ease focused witchfire causes the target unit to suffer 5 strength 7 hits at ap-2
Dismemberment- Phosis can unmake the power of a land raider with a gesture focused witchfire that cause on vehicle within 20'' to suffer a single strength 10 ap-2 hit
Shatter reality- Phosis rips a hole in reality, blasting it outwards, with a range of 6'' causing a single strength 8 ap 2 hit to any model, friend or foe hit.
(all of the above powers require 2 warp charge points)
The final power must be selected form the telekinesis powers in the warhammer 40k rule book.

Lastly I am costing phosis at around 380 points. I know he's super OP but he's my favourite character ever!


Automatically Appended Next Post:
As you probably guessed he will be mashed by other 360 point things in CC but in physic combat nothing can stop him!!!!!


Automatically Appended Next Post:
Even a titan

This message was edited 2 times. Last update was at 2012/12/15 23:10:41


 
   
Made in gb
Proud Triarch Praetorian





Kind of glad that there is a 0.33 chance of him not being gone in a single S8+ @ BS4

Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k  
   
 
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