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Made in gb
Enigmatic Sorcerer of Chaos






Sergeant Ntar, 232nd Valhallans

WS BS S T W I A LD SV
2 3 3 3 1 2 1 5 4+

Wargear: Lasgun, Carapace Armour, Laspistol

Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.

Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.

Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Heartless wrote:
Ooooh! My turn! My turn!

Marluxia, Herald of the Heartless Crusade

WS7 BS5 S4 T5 W4 I5 A3 Ld10 Sv3+ Pts175

Unit Type: Infantry

Wargear: Oblivion, Bolt Pistol, Power Armour, Blight Grenades, Sigil of Corruption.

Special Rules: Mark of Nurgle, Champion of Chaos, Fearless, Feel no Pain, Independent Character, Heartless.

Oblivion: This corrupted scythe is said to be the twin creation of "Manreaper". The slightest scratch from this weapon drains the very life-essence from its victim. This is a melee weapon with the following profile:

Range -, S User, AP2, Melee, Soul Drain, Poisoned (2+)

Soul Drain: Anytime Marluxia's close combat attacks with this weapon cause one or more unsaved wounds, roll a D6. On a 4+, he regains a wound lost previously. If he is at full wounds, he gains +1.

Heartless: His greatest gift from Nurgle; Marluxia is both alive and dead and yet, is neither. Forever doomed to lead his unholy crusade against the mortal realm, Marluxia's endurance is legendary. Marluxia's Feel no Pain saves are made on a 3+ instead.


Where's Marluxia from originally? I've heard that name a few times...

OK, so

Spoiler:
Chaos Lord - 65
+1WS +10
+1T: See MoN
+1W +10
Oblivion +35
+Blight Grenades +5
+Sigil of Corruption +25
+MoN +15
+FnP +10
+2FnP(Heartless) +20

Total: 195
So only a little underpriced there.
Seems... alright overall.

   
Made in gb
Cultist of Nurgle with Open Sores






 Ovion wrote:


Where's Marluxia from originally? I've heard that name a few times...

OK, so

Spoiler:
Chaos Lord - 65
+1WS +10
+1T: See MoN
+1W +10
Oblivion +35
+Blight Grenades +5
+Sigil of Corruption +25
+MoN +15
+FnP +10
+2FnP(Heartless) +20

Total: 195
So only a little underpriced there.
Seems... alright overall.


I believe it's the Kingdom Hearts series, I just stole their name

Thanks for the breakdown, I forgot to include the bonus FnP in the pricing.

   
Made in us
Fireknife Shas'el





United States

 Ovion wrote:
Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.
   
Made in gb
Ichor-Dripping Talos Monstrosity






 McNinja wrote:
 Ovion wrote:
Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.

You still need to cost everything on it appropriately.
Otherwise it has numerous positives, no drawbacks and is cheap for what it can do, and 250 is still probably a little cheap.
It's an incredibly versatile model, that's good at just about anything.

   
Made in us
Fireknife Shas'el





United States

 Ovion wrote:
 McNinja wrote:
 Ovion wrote:
Definately wants to be at least 250 then...
He has 5 Psychic Powers and is Mastery Level 3.
He can still only use three at most, or one if he decides to 30" teleport. Besides, the Hand isn't a psychic shooting attack, he can just dump Warp Charges into it to make it stronger, and teleport is something I think anyone would do every turn.

You still need to cost everything on it appropriately.
Otherwise it has numerous positives, no drawbacks and is cheap for what it can do, and 250 is still probably a little cheap.
It's an incredibly versatile model, that's good at just about anything.
Well, I'll change the sword around a bit as well, then. I'd like to keep him as is, I'll make a change to him and post it on this page. Let me know if it helps anything. I'd like the only real drawback to be that has to choose between shooting, stabbing, and moving. Of course, he could always just go around normally, but that's just silly


Automatically Appended Next Post:
Azyr Skoros, Lord of the Architects of Death........................240 points

WS...BS...S...T...W...I...A...LD...Sv
....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,

Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to three warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule .
3 Warp charges, it becomes S4 AP2 and maintains the Torrent Special rule.

Edge of Reality: This magnificent blue sword is covered in runes and glyphs that, when given power, turn this blade from an ordinary sword into a powerful weapon seething with raw empyrean energy, tearing apart anything it touches with ease. This weapon uses the following profile:
R- SUser AP4 Melee, Two-Handed
Azyr may spend Warp Charges to activate the blade, and the more warp charge he spends, the more powerful the blade becomes. If he spends:
1 Warp Charge, the blade uses the following profile: R- S+1 AP3 Melee, Two handed
2 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed
3 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter

Teleporter: Azyr can manifest an ability quite similar to the teleportation of Eldar Warp Spiders or Grey Knight Interceptor Squads. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit and is used in the movement phase instead of moving normally. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving.
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.

If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.

Azyr may roll on the Biomancy, Pyromancy, and Telepathy disciplines, in addition to being able to spend warp charges on the Hand of Mutare or his teleportation ability.

This message was edited 1 time. Last update was at 2012/12/29 18:56:54


 
   
Made in us
1st Lieutenant




Philadelphia, Pennsylvania, USA

 4oursword wrote:
Sergeant Ntar, 232nd Valhallans

WS BS S T W I A LD SV
2 3 3 3 1 2 1 5 4+

Wargear: Lasgun, Carapace Armour, Laspistol

Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.

Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.

Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?


Wait, for the HELP! special rule, doesn't the IMPROVE his chances? I know he's only LD5 but on 1d6 its much easier to get than on 2D6.

The rule might make more sense if you say he takes Leadership Tests on 3D6, as you want the number to be equal to or less than right? So more dice rolled is better chance to fail

DS:90S++G++M--B++I++Pww211++D++A+++/areWD-R+++T(T)DM+

Miniature Projects:
6mm/15mm Cold War

15/20mm World War 2 (using Flames of War or Battlegroup Overlord/Kursk)

6mm Napoleonic's (Prussia, Russia, France, Britain) 
   
Made in us
Screaming Shining Spear





Hagerstown, MD

 Heartless wrote:
Ooooh! My turn! My turn!

Marluxia, Herald of the Heartless Crusade
Spoiler:

WS7 BS5 S4 T5 W4 I5 A3 Ld10 Sv3+ Pts175

Unit Type: Infantry

Wargear: Oblivion, Bolt Pistol, Power Armour, Blight Grenades, Sigil of Corruption.

Special Rules: Mark of Nurgle, Champion of Chaos, Fearless, Feel no Pain, Independent Character, Heartless.

Oblivion: This corrupted scythe is said to be the twin creation of "Manreaper". The slightest scratch from this weapon drains the very life-essence from its victim. This is a melee weapon with the following profile:

Range -, S User, AP2, Melee, Soul Drain, Poisoned (2+)

Soul Drain: Anytime Marluxia's close combat attacks with this weapon cause one or more unsaved wounds, roll a D6. On a 4+, he regains a wound lost previously. If he is at full wounds, he gains +1.

Heartless: His greatest gift from Nurgle; Marluxia is both alive and dead and yet, is neither. Forever doomed to lead his unholy crusade against the mortal realm, Marluxia's endurance is legendary. Marluxia's Feel no Pain saves are made on a 3+ instead.


So he hits at regular initiative with an AP2 2+ Poison weapon that drains wounds, has 4 wounds, and a 3+ FnP? For 175 points? I'd say 205 MINIMUM.

Math:
Spoiler:

A Chaos lord with Sigil, MoN, + Blight Grenades is 110 points.
+1 WS +10 points
+1 W +10-15 points
3+ Feel No Pain = +20-25 (Some will debate that this is either under or overcosted, but for a T5 Model to get a 3+ FnP is insanely good)
Oblivion +55 Points (Power Sword 15 + AP2 15 + Poison(2+) 15 + Soul Drain 10)


If Oblivion is supposed to be the "twin Creation" of Typhus's Manreaper, then why is it completely different? I understand that just because it's Manreaper's "Twin" doesn't mean it has to be identical, but I'd expect it to at least be similar. If you really want to run the weapon as is I'd delete that part about Manreaper.


Automatically Appended Next Post:
 McNinja wrote:

Automatically Appended Next Post:
Azyr Skoros, Lord of the Architects of Death........................240 points
Spoiler:

WS...BS...S...T...W...I...A...LD...Sv
....6.....5.....4...4....3...5..4....10....3+
Unit type: Infantry (character)
Wargear: Hand of Mutare, the Edge of Reality, Power Armor, Frag and Krak grenades,

Hand of Mutare: This powered gauntlet is a psychic conduit, allowing Azyr to unleash searing blasts of raw psychic power at his foes. This counts as a Spell Familiar and is also a shooting attack with the following profile:
RTemplate S3 AP4 Assault 1, Soul Blaze
If Azyr may spend up to three warp charge to enhance the power of this weapon. If he spends
1 warp charge, the weapon becomes S3 AP3
2 warp charges, it becomes S4 AP3 and gains the Torrent special rule .
3 Warp charges, it becomes S4 AP2 and maintains the Torrent Special rule.

Edge of Reality: This magnificent blue sword is covered in runes and glyphs that, when given power, turn this blade from an ordinary sword into a powerful weapon seething with raw empyrean energy, tearing apart anything it touches with ease. This weapon uses the following profile:
R- SUser AP4 Melee, Two-Handed
Azyr may spend Warp Charges to activate the blade, and the more warp charge he spends, the more powerful the blade becomes. If he spends:
1 Warp Charge, the blade uses the following profile: R- S+1 AP3 Melee, Two handed
2 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed
3 Warp Charges, the blade uses the following profile: R- S+1 AP2 Melee, Two Handed, Shred
Special Rules: Sigil of Corruption, Mark of Tzeentch, Psyker (Mastery level 3), Champion of Chaos, Gift of Mutation, Teleporter

Teleporter: Azyr can manifest an ability quite similar to the teleportation of Eldar Warp Spiders or Grey Knight Interceptor Squads. However, due to his favor with Tzeentch and skill with magic, his precision and safety is far superior. This is a blessing that targets Azyr and his unit and is used in the movement phase instead of moving normally. Azyr may spend his Warp Charges to teleport him and his unit in the following manner:
If he spends:
1 warp charge- 8" teleport instead of moving.
2 warp charges- 16" teleport instead of moving.
3 warp charges- 30" teleport instead of moving. This may only be used once per battle, as the concentration required to teleport such a distance is incredibly strenuous.

If his unit is unmarked, there is a chance something will go wrong, and any double rolled on the leadership test causes one model to take a wound with no armor or cover saves allowed. If the unit has the Mark of Tzeentch, then there is no risk.

Azyr may roll on the Biomancy, Pyromancy, and Telepathy disciplines, in addition to being able to spend warp charges on the Hand of Mutare or his teleportation ability.


So he can actually teleport a squad of 10 Terminators and Abaddon 30" and then have them charge? Yeaaahhh. I'm not sold on that one.You don't see a delivery system like that anywhere in the books for a reason.

This message was edited 1 time. Last update was at 2012/12/29 22:09:37


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





R'lyeh

Some changes i made to my kestelvore after 6th edition came out, nothing major, just trying to clean it up

Kestelvore Points: 1250
(kes-tell-vore)
WS BS S T W I A Ld Sv
3 4 7 8 10 5 2 10 2+ armor
3+ invuln

Unit: I Kestelvore

Type: Gargantuan Creature

Weapons and Biomorphs:
-Armored Shell
-Claws and Teeth
-Enhanced Thorax Swarm (with electroshock grubs)
(Uses Hellstorm Template)
Options:
Replace electroshock grubs with:
-Desiccator Larvae………………………………..free
-Shreddershard Beetles………………………...free

Take any of the following:
-Adrenal Glands…………………………………….15 points
-Toxin Sacs……………………………………………15 points
-Implant Attack……………………………………..20 points
-Regeneration……………………………………….40 points

Special Rules:
Synapse Creature
Shadow in the Warp
Psychic Monstrosity
Warp Field
Immobile: The Kestelvore is so massive that it cannot move its bulk across the battlefield. Once it emerges from its mycetic spore it remains in place, launching its deadly cargo across the battlefield.
The Kestelvore is placed on the battlefield and does not move for the entirety on the battle.
Meiotic Spine Cannon: Sitting at the back of the battlefield, the Kestelvore launches mycetic spores filled with Hormoguants at targets nearly a mile away, flooding the heart of the enemy with writhing bodies and razor sharp claws.
Range Strength AP Type
Minimum 36” - - Meiotic Spine
Maximum 96”
Roll 3D6. That many Hormoguants are placed in the meiotic spine and launched at the enemy, using D6 and scatter die to decide where it lands. Using the small blast marker, determine if any enemy units are under the marker and move them them 1” outside the marker. On impact the Hormoguants may assault on the turn they arrive though if they are outside of synapse range they are subject to and must roll for instinctive behavior. At the start of the next tyranid turn the meiotic spine is removed from play. If attacked the spine is replaced with a blast crater and becomes dangerous terrain. The spawned Hormoguants have no biomorphs.
Guard Spawn: The Kestelvore cannot move to defend itself against enemies at close range. Instead if under attack, it will release broods of Hormoguants that would normally be launched at the enemy. The flood of creatures overwhelms the attackers in a flood of razor sharp claws, and prevents them from attacking the their progenitor.
If under threat from attack, you may chooser to roll 9D6 and spawn that many Hormoguants within 12” of the Kestelvore. Guants spawned in this way have the Rage and Furious Charge rule until the end of the next Tyranid turn. The Kestelvore may not spawn more Hormoguants or launch more spores for the next three turns, however the spawned Hormoguants may continue to move up the battlefield.
Synaptic Feedback: The Kestelvore has such a potent synaptic ability it rivals that of the Dominatrix in level. The potency is so strong that if it is killed, all non synapse creatures around in are instantly killed by the feedback its death causes, even those it is not currently commanding
If killed, all non synapse units within 12” of the Kestelvore suffer D6 S4 AP- hits with no saves of any kind allowed

Mycetic Spore
WS BS S T W I A Ld Sv
- - - 4 2 - - - 2+

Weapons and Biomorphs:
-Armored Shell

Atmospheric Impact-when the spine hits, the impact kills any models underneath and pushes those around it away, making them easy prey for the burst of hormoguants that follow.
Center the small blast marker over the point where the meiotic spine lands. All models underneath suffer S6 AP2 hits equal to the number of models underneath the blast marker. Move any surviving models 1” outside of the blast marker.

Almost a large as a biotitan, the Kestelvore is a cross between the Termaguant breeding Terivgon and the spore mine launching Biovore. Dropped by bioships from orbit, the impact of the mycetic spore with the beast inside is said to shake the ground itself. As the creature unfolds from its organic drop pod, sections of the spore remain, acting as nearly impenetrable armor for the garguantuan creature. Its bulk means it can’t move but this makes it no less dangerous. Like the Tervigon, inside its bulk are thousands upon thousands of Hormoguant eggs which mature in a matter of minutes inside the living incubator. Unlike the Tervigons though the young are not released around the Kestelvore to ravage the lands. Instead they enter meiotic spines that the Kestelvore grows inside itself and are launched out of a massive cannon on the beasts back, similar to the Biovore’s spore mine launcher on a massive scale. Unlike normal mycetic spores, these have no rudimentary intelligence or bioweapons, instead they are simple armored pods. Beacause they are launched within the atmosphere, they are longer and more streamlined, with ridges along their sides. The Kestelvore cannot see the great distances to aim the spores, instead like the Hive Guard they “see” through the eyes of other tyranid creatures, allowing them to adjust the ridges along the sides for better aim with its potent synaptic link. Because the spine does not have such a large profile as the spore, it is not only quieter but more deadly for that. Defenders may often find themselves crushed below falling spine or shaken by the shockwave of the impact. Those knocked to the ground are often killed by the flood of hormoguants that emerge.

The Kestelvore is another rarity among the Hive Fleets but like the Biovore it is an example of the fleets continued evolution and adaption. As the hive mind learned that the defenders would expect to see spores attacking from above and attempt to shoot them down, it created a beast to launch the spores below the sensors of the enemy. Not only that but it allows for a more direct way to target the smaller bioforms into the heart of the enemy, thereby wasting less biomass.

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in us
Fireknife Shas'el





United States

 felixander wrote:

So he can actually teleport a squad of 10 Terminators and Abaddon 30" and then have them charge? Yeaaahhh. I'm not sold on that one.You don't see a delivery system like that anywhere in the books for a reason.
Aside from the fact that Abaddon can't join the unit, yes, if you don't mind putting all of your eggs in one basket. Then again, I would never take Abaddon, not would I take ten terminators. That's around 650 points, or actually 990 or so with Azyr. He can also only do it once. Same as interceptors.
   
Made in us
Despised Traitorous Cultist



Northern Colorado, USA

...I just subbed this thread,
I've gotta come up with something as awesome as some of these are!

IMPERATOR MORTUUS EST
IMPERATOR PUTRIDUM CADAVER EST
VESTRA INQUISITIONEM MENDACIUM EST 
   
Made in gb
Cultist of Nurgle with Open Sores






 felixander wrote:


So he hits at regular initiative with an AP2 2+ Poison weapon that drains wounds, has 4 wounds, and a 3+ FnP? For 175 points? I'd say 205 MINIMUM.

Math:
Spoiler:

A Chaos lord with Sigil, MoN, + Blight Grenades is 110 points.
+1 WS +10 points
+1 W +10-15 points
3+ Feel No Pain = +20-25 (Some will debate that this is either under or overcosted, but for a T5 Model to get a 3+ FnP is insanely good)
Oblivion +55 Points (Power Sword 15 + AP2 15 + Poison(2+) 15 + Soul Drain 10)


If Oblivion is supposed to be the "twin Creation" of Typhus's Manreaper, then why is it completely different? I understand that just because it's Manreaper's "Twin" doesn't mean it has to be identical, but I'd expect it to at least be similar. If you really want to run the weapon as is I'd delete that part about Manreaper.



This price (of an amended 195pts) considers contextual factors such as - lack of reliable delivery method, relative slow speed, susceptibility to ID and weakness to high-volume of fire.

Regarding Oblivion: twin creation is merely meant to reflect the timing of the weapon's creation, I'll re-word this in the original post.

Thanks for the feedback!

   
Made in hk
Alluring Mounted Daemonette





Melbourne

Jorgen Wolfhowl

Jorgen Wolfhowl was supposed to have been the strongest of Russ' companions. A great bear of a man, he survived his transition into Astartes despite being nearly 60 years of age, and served as one of the first Wolf Lords. He was killed by Magnus on Prospero.

205 points

Type: Infantry (unique)

WS6 BS5 S5 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Terminator armour, Belt of Russ, Storm bolter, Thunder hammer

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

Rampage: Jorgen builds up momentum and speed when he charges. On the turn Jorgen charges into combat, he strikes in Initiative order, ignoring the unwieldy rule of his thunder hammer. However, his WS is reduced to 4, and enemy units can re-roll all failed to hit rolls against him in that round of combat.

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
Proud Triarch Praetorian





Tyr's hand wrote:
...I just subbed this thread,
I've gotta come up with something as awesome as some of these are!
If you are struggling to think, just create a write-up of a character from a film or game.

Over these 60-odd pages, weve had SlenderCron, the Terminator, Count Dooku, and I think someone created the Lord of All BullGak

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  
   
Made in us
Fireknife Shas'el





United States

 IHateNids wrote:
Tyr's hand wrote:
...I just subbed this thread,
I've gotta come up with something as awesome as some of these are!
If you are struggling to think, just create a write-up of a character from a film or game.

Over these 60-odd pages, weve had SlenderCron, the Terminator, Count Dooku, and I think someone created the Lord of All BullGak

You mean Guardsman Steve, Master of BS?
   
Made in gb
Proud Triarch Praetorian





Yup.

Actually, you should go back and re-do him. BS ability #4 is now useless.

This message was edited 1 time. Last update was at 2012/12/31 15:17:47


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  
   
Made in hk
Alluring Mounted Daemonette





Melbourne

Jerek Twoface, the Traitor of Fenris

Jerek Stormfist was a Wolf Lord who turned to the worship of Khorne in M40. Pursued by his former brethren, Logan duelled and bested him in the ice caves of Carloth IV. Morkai sliced the left half of his head, helmet and all, and the Great Wolf left him for dead. Khorne, however, saw a promising champion in Jerek, and kept him alive long enough for his brain and skull to be rebuilt with augmentics. Renamed Twoface for his brass half-skull, he now roams the Maelstorm in service to his bloody god.

240 points

Codex: Chaos Space Marines

Type: Cavalry (unique)

WS6 BS5 S5 T5 W3 I5 A4 Ld10 Sv2+

Wargear: Fleshmetal, sigil of corruption, frag and krak grenades

Juggernaut of Khorne: Jerek rode a mighty Thunderwolf, which was killed by Logan. He now rides a Juggernaut, a gift from his patron. Bonuses to profile included. Also grants +1 to Deny the Witch rolls.

Crescent's Bite: This was once a frost axe. Exposure to the warp has changed it into something perverse. This is a melee weapon. Strength +2 AP2 Armorbane Unwieldy

Stormfist: Jerek's namesake, this is a set of short ranged bolter barrels clustered around his left fist. Range 12 Strength 5 Ap 5 Assault 4 Rending Get's Hot

Special Rules: Independent Character, Fearless, Champion of Chaos, Mark of Khorne

Lone Hunter: Jerek cannot be the Warlord.

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






If the Stormfist is his namesake, shouldn't he be Jerek Stormfist? (Which sounds better too )

I may take a more solid look at it later.

   
Made in us
Liche Priest Hierophant






New rule:

"Before each game, flip a coin. If Heads, he is known for the duration of that game as Jerek Stormfist, and loses the Fleshmetal special rule. If tails (or scarred heads) he loses the Stormfist, and is known instead as Jerek Two-Face."

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

If yer an Ork, why dont ya WAAAGH!!

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





United States

Kilithos the Juggernaut.....................265

WS...BS...S...T...W...I...A...LD...Sv
...7.....4.....5...5....4...5..4....10....2+
Unit Type: Beast (Character)
Composition: 1 (Unique)
Wargear: Blood and Fire, Fleshmetal, Sigil Of Corruption, Mark of Khorne, Icon of Wrath

Blood and Fire: The two giant axes Kilithos carries are a testament to his massive strength, with each axe head being as big as a mans torso. Blood is covered in the blood of millions, eternally rusting away as the daemon within lusts for more. Fire is true to it's name, and powerful enchantments keep the blade hotter than plasma and always setting other things on fire whether Kilithos means to or not. These axes have the following profiles. His attacks may be split between the two:
Blood: R- S+1 AP4 Unweildy, Daemon Weapon, Reave - For each to-hit roll of 6, Kilithos may make an additional attack. These attacks may generate more attacks.
Fire: R- S+1 AP1 Unwieldy, Immolate - For each wound caused by Kilithos with this weapon, roll a D6. On a 3 or higher, the enemy model or unit takes an additional D3 S4 AP4 hits.

Special Rules: Champion of Chaos, The Juggernaut, Fearless, Independent Character

The Juggernaut - Kilithos was once a normal Chaos Lord, slaying his foes for the blood god atop his Juggernaut steed for centuries. However, Khorne saw fit to combine the two into one beast, turning Kilithos into a giant of a man, possessed with the speed, stamina, strength, and rage of the Juggernaut he once rode. Kilithos moves as a Beast to represent his ability to move through terrain better than a normal man or normal juggernaut. Also, due to his sheer size and strength, the first attack of the combat in the Fight-sub phase the Kilithos makes may be at his usual initiative. Any additional attacks gained through the Reave rule happen at the Initiative 1 step with the rest of his attacks.

This message was edited 6 times. Last update was at 2013/01/01 23:28:11


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 McNinja wrote:
Kilithos the Juggernaut.....................195

WS...BS...S...T...W...I...A...LD...Sv
...7.....4.....5...5....4...5..4....10....2+
Unit Type: Beast (Character)
Composition: 1 (Unique)
Wargear: Blood and Fire, Fleshmetal, Sigil Of Corruption, Mark of Khorne, Icon of Wrath

Blood and Fire: The two giant axes Kilithos carries are a testament to his massive strength, with each axe head being as big as a mans torso. Blood is covered in the blood of millions, eternally rusting away as the daemon within lusts for more. Fire is true to it's name, and powerful enchantments keep the blade aflame and always setting other things on fire whether Kilithos means to or not. These axes have the following profiles. His attacks may be split between the two, but if both are used both must roll for the daemon weapon, and he does not gain the bonus attacks from both:
Blood: R- S+1 AP2 Unweildy, Daemon Weapon, Reave - For each 6 that is rolled when rolling to hit, Kilithos may make an additional attack. These new attacks can cause more attacks.
Fire: R- S+1 AP2 Unwieldy, Daemon Weapon, Conflagrate - Kilithos' attacks have the Soul Blaze special rule, but the flames remain on a 3+ and the unit takes D3+1 S5 AP4 hits

Special Rules: Champion of Chaos, The Juggernaut, Fearless, Independent Character

The Juggernaut - Kilithos was once a normal Chaos Lord, slaying his foes for the blood god atop his Juggernaut steed for centuries. However, Khorne saw fit to combine the two into one beast, turning Kilithos into a giant of a man, possessed with the speed, stamina, strength, and rage of the Juggernaut he once rode. Kilithos moves as a Beast to represent his ability to move through terrain better than a normal man or normal juggernaut. Also, due to his sheer size and strength, the first attack of the combat in the Fight-sub phase the Kilithos makes may be at his usual initiative.


I'll just leave this here.
Spoiler:
Chaos Lord - 65
+1WS +10
-1BS -10
+1S +10
+1T: See JoK
+1W: See JoK
+1A: See JoK
+Beasts: See JoK
+Blood +45
+Fire +35
+Fleshmetal +10
+Sigil of Corruption +25
+Mark of Khorne +10
+Icon of Wrath +20
+The Juggernaut: Juggernaut of Khorne +35
+The Juggernaut: Extras +10
Total: 265

This message was edited 1 time. Last update was at 2013/01/01 18:49:13


   
Made in us
Fireknife Shas'el





United States

I knew you'd be lurking here, ready to do math.


Automatically Appended Next Post:
 Ovion wrote:
stuuuuuuuff
Actually, I edited the original to be less AP2 and more sensible.

This message was edited 1 time. Last update was at 2013/01/01 18:58:32


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






You know you can math yourself, it's fairly straightforward.
+10pts per stat change, closest relevant stuff otherwise. xD

- Also, the edits are easily the same cost still...

This message was edited 1 time. Last update was at 2013/01/01 19:02:56


   
Made in de
Morphing Obliterator






You should word it so his attack at normal I at the beginning of combat, can't generate new attacks at I 5. I think it would be ok if it generates new ones but those would be unwieldy like the rest of his attacks.

Playing mostly Necromunda and Battletech, Malifaux is awesome too! 
   
Made in us
Fireknife Shas'el





United States

Ovion wrote:You know you can math yourself, it's fairly straightforward.
+10pts per stat change, closest relevant stuff otherwise. xD

- Also, the edits are easily the same cost still...
I suppose I could, but then what would you do? You'd be so bored...
And yeah. I'm not entirely fond of how Azyr turned out, but I like this guy, so 265 is fine with me.

Shadox wrote:You should word it so his attack at normal I at the beginning of combat, can't generate new attacks at I 5. I think it would be ok if it generates new ones but those would be unwieldy like the rest of his attacks.
Done. Thanks for pointing that out to me!

This message was edited 2 times. Last update was at 2013/01/01 23:31:33


 
   
Made in gb
Enigmatic Sorcerer of Chaos






 washout77 wrote:
 4oursword wrote:
Sergeant Ntar, 232nd Valhallans

WS BS S T W I A LD SV
2 3 3 3 1 2 1 5 4+

Wargear: Lasgun, Carapace Armour, Laspistol

Special rules: HELP!:
Ntar is a notorious coward. He takes Leadership tests on 1D6.

Leave me alone!
Occasionally, Ntar will do something useful. To represent this, if he is attacked in combat, survives, his squad lose the combat, but pass the LD test to remain in the combat, he counts as WS5, S4, and LD7 for the next turn.

Points... He is most definitely a downgrade, other than his armour. Therefore... a free upgrade upon an Imperial Guard Infantry Squad Sergeant?


Wait, for the HELP! special rule, doesn't the IMPROVE his chances? I know he's only LD5 but on 1d6 its much easier to get than on 2D6.

The rule might make more sense if you say he takes Leadership Tests on 3D6, as you want the number to be equal to or less than right? So more dice rolled is better chance to fail


Whoops! 3D6 it is, then. Forgot how LD tests work.

Veteran Sergeant wrote:If 40K has Future Rifles, and Future Tanks, and Future Artillery, and Future Airplanes and Future Grenades and Future Bombs, then contextually Future Swords seem somewhat questionable to use, since it means crossing Future Open Space to get Future Shot At.
Polonius wrote:I categorically reject any statement that there is such a thing as too much boob.


Coolyo294 wrote:Short answer: No.
Long answer: Noooooooooooooooooooooooooooooooooooooooooooooooooooooooo.
 
   
Made in gb
Ghastly Grave Guard



Uk

Spoiler:
 Hive Fleet Lazarus wrote:
Some changes i made to my kestelvore after 6th edition came out, nothing major, just trying to clean it up

Kestelvore Points: 1250
(kes-tell-vore)
WS BS S T W I A Ld Sv
3 4 7 8 10 5 2 10 2+ armor
3+ invuln

Unit: I Kestelvore

Type: Gargantuan Creature

Weapons and Biomorphs:
-Armored Shell
-Claws and Teeth
-Enhanced Thorax Swarm (with electroshock grubs)
(Uses Hellstorm Template)
Options:
Replace electroshock grubs with:
-Desiccator Larvae………………………………..free
-Shreddershard Beetles………………………...free

Take any of the following:
-Adrenal Glands…………………………………….15 points
-Toxin Sacs……………………………………………15 points
-Implant Attack……………………………………..20 points
-Regeneration……………………………………….40 points

Special Rules:
Synapse Creature
Shadow in the Warp
Psychic Monstrosity
Warp Field
Immobile: The Kestelvore is so massive that it cannot move its bulk across the battlefield. Once it emerges from its mycetic spore it remains in place, launching its deadly cargo across the battlefield.
The Kestelvore is placed on the battlefield and does not move for the entirety on the battle.
Meiotic Spine Cannon: Sitting at the back of the battlefield, the Kestelvore launches mycetic spores filled with Hormoguants at targets nearly a mile away, flooding the heart of the enemy with writhing bodies and razor sharp claws.
Range Strength AP Type
Minimum 36” - - Meiotic Spine
Maximum 96”
Roll 3D6. That many Hormoguants are placed in the meiotic spine and launched at the enemy, using D6 and scatter die to decide where it lands. Using the small blast marker, determine if any enemy units are under the marker and move them them 1” outside the marker. On impact the Hormoguants may assault on the turn they arrive though if they are outside of synapse range they are subject to and must roll for instinctive behavior. At the start of the next tyranid turn the meiotic spine is removed from play. If attacked the spine is replaced with a blast crater and becomes dangerous terrain. The spawned Hormoguants have no biomorphs.
Guard Spawn: The Kestelvore cannot move to defend itself against enemies at close range. Instead if under attack, it will release broods of Hormoguants that would normally be launched at the enemy. The flood of creatures overwhelms the attackers in a flood of razor sharp claws, and prevents them from attacking the their progenitor.
If under threat from attack, you may chooser to roll 9D6 and spawn that many Hormoguants within 12” of the Kestelvore. Guants spawned in this way have the Rage and Furious Charge rule until the end of the next Tyranid turn. The Kestelvore may not spawn more Hormoguants or launch more spores for the next three turns, however the spawned Hormoguants may continue to move up the battlefield.
Synaptic Feedback: The Kestelvore has such a potent synaptic ability it rivals that of the Dominatrix in level. The potency is so strong that if it is killed, all non synapse creatures around in are instantly killed by the feedback its death causes, even those it is not currently commanding
If killed, all non synapse units within 12” of the Kestelvore suffer D6 S4 AP- hits with no saves of any kind allowed

Mycetic Spore
WS BS S T W I A Ld Sv
- - - 4 2 - - - 2+

Weapons and Biomorphs:
-Armored Shell

Atmospheric Impact-when the spine hits, the impact kills any models underneath and pushes those around it away, making them easy prey for the burst of hormoguants that follow.
Center the small blast marker over the point where the meiotic spine lands. All models underneath suffer S6 AP2 hits equal to the number of models underneath the blast marker. Move any surviving models 1” outside of the blast marker.

Almost a large as a biotitan, the Kestelvore is a cross between the Termaguant breeding Terivgon and the spore mine launching Biovore. Dropped by bioships from orbit, the impact of the mycetic spore with the beast inside is said to shake the ground itself. As the creature unfolds from its organic drop pod, sections of the spore remain, acting as nearly impenetrable armor for the garguantuan creature. Its bulk means it can’t move but this makes it no less dangerous. Like the Tervigon, inside its bulk are thousands upon thousands of Hormoguant eggs which mature in a matter of minutes inside the living incubator. Unlike the Tervigons though the young are not released around the Kestelvore to ravage the lands. Instead they enter meiotic spines that the Kestelvore grows inside itself and are launched out of a massive cannon on the beasts back, similar to the Biovore’s spore mine launcher on a massive scale. Unlike normal mycetic spores, these have no rudimentary intelligence or bioweapons, instead they are simple armored pods. Beacause they are launched within the atmosphere, they are longer and more streamlined, with ridges along their sides. The Kestelvore cannot see the great distances to aim the spores, instead like the Hive Guard they “see” through the eyes of other tyranid creatures, allowing them to adjust the ridges along the sides for better aim with its potent synaptic link. Because the spine does not have such a large profile as the spore, it is not only quieter but more deadly for that. Defenders may often find themselves crushed below falling spine or shaken by the shockwave of the impact. Those knocked to the ground are often killed by the flood of hormoguants that emerge.

The Kestelvore is another rarity among the Hive Fleets but like the Biovore it is an example of the fleets continued evolution and adaption. As the hive mind learned that the defenders would expect to see spores attacking from above and attempt to shoot them down, it created a beast to launch the spores below the sensors of the enemy. Not only that but it allows for a more direct way to target the smaller bioforms into the heart of the enemy, thereby wasting less biomass.

Holly This is AWSOME mate but personally I think it is MASSIVLY over costed!
   
Made in gb
Gibbering Horde of Chaos



Dover area, Kent

Commandant Dawzan .................. 85pts
One company command squad in your army may replace its company commander with Commandant Dawzan.

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

Unit Type:
Infantry (Unique)

Wargear:
Hot-Shot Laspistol
Power Sword
Refractor Field
Frag Grenades
Krak Grenades

Special Rules:
Senior Officer
I Say Again!: So sure of his abilities to lead his men, if an order given by Dawzan fails, he can re-roll the failed leadership test.
Narcissistic: Dawzan sometimes cannot help but take a few moments to admire his divine skill and beauty, even in the heart of battle. As such roll a D6 at the start of your player turn, if a 1 is rolled, Dawzan cannot take any actions or give orders for the remainder of your turn.
   
Made in us
Regular Dakkanaut





Mughshak, Gretchin blood axe sniper 10 pts.

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

Wargear:

Stolen sniper rifle
Knife
Camo rags (counts as camo cloak.)

Special rule:
Stealth

Background story:
During an blood axe attack on a Imperial mining colony, Mugshak and his fellow gretchin Rukblak found themselves working as assistants to the Mek Nazfug Goruz who was reparing and working on a few Ork bommas.

Mugshak had considered himself lucky that he didn't have to fight against the Imperial guard like most of the gretchins that followed the orks during the attack, his luck was however going to take a turn for the worse when one of the Nobs had suggested to the boss that they should start sending out gretchins as scouts to see what the ummies where up to.

Most of the gretchins had previous been sent out during one of the earlier assault agianst the imperial postions to act like sheilds and clear mines for the boyz, this left only Mugshak and Rukblak beeing the only gretchins remaining in the area. Despite alot of whinging and complaints from Rukblak,it was only a matter of minutes before both gretchins has been hurled into a cage that had been attached to one of the bommas that was about to take off.

Everything happend rather fast as the cage suddenly was released from the plane and sent the two grecthins screaming towards the ground,only to seconds later land on a small dune not far away from what Mugshak thougt to be some rather short ummies. After getting out of the cage and sneaking upon the ummie looking things ,both gretchins found themselves looking at 3 sleeping rattling snipers.

With a quick nod and some gretching sneakiness, they both attacked the sleeping ratlings with a wild howl and when the fight was over only Mugshak was left alone standing as the last rattling had killed of Rukblak before dying. Not sure what to do about the situation, the lone gretchin found himself drawn to the shiny rifle that one dead ratling was still holding on to,after prying the rifle from the rattlings hands Mugshak also stole some of the ratlings torn clothes before disappearing out into the wilderness.

This message was edited 2 times. Last update was at 2013/01/04 00:25:43


From each according to his ability, to each according to his need 
   
Made in ca
Bane Lord Tartar Sauce




He probably shouldn't have a 5+ armor save, given that a run of the mill boy only gets a 6+. In either case, I think 35 points is grossly overestimating his value. Here's my math

Gretchin: 3 points:
Sniper Rifle: 2 Points
Stealth: 2 points
Camo-Cloak: 2 points
Total: 9 points.

I'd say if you cost him at 10 points he would be fair, since he is a single (likely non-scoring), model that will be killed by anything tougher than a stiff breeze while doing minimal damage (each shot has a 25% chance of forcing a save, so against almost any army he is statistically unlikely to cause even a SINGLE wound over the course of the game.
   
 
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