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Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
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—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I'm not a fan of models in Power Armour having a Dodge invun save... damn near any model that has a Dodge save that I can think of is almost naked.
That the weapon includes a teleport homer is confusing.
But here we go:
Spoiler:
Chaos Lord - 65
+1A +10
+Chainspear: See Below
+Power Sword +15
+Power Maul +15
+Rending +5
+Fleshbane +5
+Murderous Strike +10
+Teleport Homer +10
+Fleet +10
+Fear +10
+rebirth +10
+4+ invun +25
+fnp +10
+1fnp +10
+1I on charge +5
+re-rolls in challenges +5
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I'm not a fan of models in Power Armour having a Dodge invun save... damn near any model that has a Dodge save that I can think of is almost naked. That the weapon includes a teleport homer is confusing.
But here we go:
Spoiler:
Chaos Lord - 65 +1A +10 +Chainspear: See Below +Power Sword +15 +Power Maul +15 +Rending +5 +Fleshbane +5 +Murderous Strike +10 +Teleport Homer +10 +Fleet +10 +Fear +10 +rebirth +10 +4+ invun +25 +fnp +10 +1fnp +10 +1I on charge +5 +re-rolls in challenges +5
Total: 220
Fluff wise, according to Prince of Crows, he had a small teleport homer secretly installed in the lower shaft of his weapon. That way he could quietly summon his terminator brethren without anyone noticing, such as when he used them to execute the other 2 Kyroptera members who disagreed with him
With regards to the dodge save, he was always noted as being particularly fast and somewhat 'lucky' when it came to avoiding damage on the battlefield. ALso Ragnar has a 4+ invulnerable save from dodging too
This message was edited 1 time. Last update was at 2013/01/04 07:21:19
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
Question: Are we allowed to introduce characters from custom races? It'd be nice to see some foreign characters make an appearance.
Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course...
Probably not common around here, but time for a Tau character:
Shas'o Mort'ako
Type: Infantry (jetpack, character)
Composition: 1 (unique)
Points: 135
WS4 BS5 S4 T3 W3 I3 A4 Ld10 Sv3+
Wargear: Stealth Armor with integral Stealth Field Generator, Smart Missile System, Stimulate Injector
Special Rules: Independent Character, Infiltrate, Hit&Run, Disappearing Act, Revelation (Stealth, Shroud and Feel No Pain are gained from wargear)
Disappearing Act: During the movement phase, instead of moving normally and as long he is not locked in combat Mort'ako or whenever he succeeds a Hit&Run test he may be removed from the table and immediately deep strike, if Mort'ako is attached to any unit other then stealth team members he leave it behind while using Disappearing Act, a stealth team he may take with him.
Revelation: Whenever Mort'ako deep strikes he may instead be placed as if he is infiltrating, Revelation may not be used if Mort'ako is attached to a unit containing anything other then stealth team members. (who also infiltrate with him)
How does that one look?
Not a real fighter, and does not pack too much dakka-but mostly a maneuver enabler, allowing to set the stealth field generator and his improved leadership wherever it is needed the most, shifting his tactical edge across the field as needed, or shift some stealth team around to mess with the opponent. (due to range and LOS restrictions he will still have a turn to respond anyway.)
If anyone got a good clue how to word it better it would be also nice, because its probably a bit messy right now.
Cost Brakedown:
Spoiler:
Stealth suit 'vre: 32 points (minus the 8 points of the burst cannon)
Crisis suit upgrade cost 'vre to 'o-40
SMS-20
Stimulate Injector-10
Hit and Run-10
Disappearing Act-15 (???)
Revelation-10 (???)
Rounded down by 2 points to look better, and under personal belief a few stuff are a bit overcosted there
can neither confirm nor deny I lost track of what I've got right now.
So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Spoiler:
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
I'm working on a Deffskull Waaagh! and I wanted my warboss to be a big mek as well. figured, why not? Lets try to stat that up! On the table, I wanted him to fill the role of both a big mek and warboss, being both a monster in combat and a force-multiplier for your army.
Automatically Appended Next Post:
BoomWolf wrote: Probably not common around here, but time for a Tau character:
Shas'o Mort'ako
Type: Infantry (jetpack, character)
Composition: 1 (unique)
Points: 135
WS4 BS5 S4 T3 W3 I3 A4 Ld10 Sv3+
Wargear: Stealth Armor with integral Stealth Field Generator, Smart Missile System, Stimulate Injector
Special Rules: Independent Character, Infiltrate, Hit&Run, Disappearing Act, Revelation (Stealth, Shroud and Feel No Pain are gained from wargear)
Disappearing Act: During the movement phase, instead of moving normally and as long he is not locked in combat Mort'ako or whenever he succeeds a Hit&Run test he may be removed from the table and immediately deep strike, if Mort'ako is attached to any unit other then stealth team members he leave it behind while using Disappearing Act, a stealth team he may take with him.
Revelation: Whenever Mort'ako deep strikes he may instead be placed as if he is infiltrating, Revelation may not be used if Mort'ako is attached to a unit containing anything other then stealth team members. (who also infiltrate with him)
How does that one look?
Not a real fighter, and does not pack too much dakka-but mostly a maneuver enabler, allowing to set the stealth field generator and his improved leadership wherever it is needed the most, shifting his tactical edge across the field as needed, or shift some stealth team around to mess with the opponent. (due to range and LOS restrictions he will still have a turn to respond anyway.)
If anyone got a good clue how to word it better it would be also nice, because its probably a bit messy right now.
Cost Brakedown:
Spoiler:
Stealth suit 'vre: 32 points (minus the 8 points of the burst cannon)
Crisis suit upgrade cost 'vre to 'o-40
SMS-20
Stimulate Injector-10
Hit and Run-10
Disappearing Act-15 (???)
Revelation-10 (???)
Rounded down by 2 points to look better, and under personal belief a few stuff are a bit overcosted there
Only thing I would say about him is that instead of an independent character, make him an "upgrade" squad leader, similar to someone like Snikrot, Lemartes, or Badrukk
This message was edited 1 time. Last update was at 2013/01/09 04:28:00
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
well, if the stealth field is built to cloak other squaddies who shouldn't be getting it, I'd say bump up his price a little bit, 15~ or so points
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
Dragonfodder wrote: So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
Remove the Kustom Force Field. Really; it's not needed. Why take 5+ cover save when you have a 4+ inv to save you? Take the inv down to 5, then give his KFF some background by kicking up his inv save by +1, only against Str 8 and below weaponry.
This message was edited 7 times. Last update was at 2013/01/09 18:09:35
Currently attempting to put together a homebrew non-canon Space Marine chapter. If I can be bothered to getting around to painting the models and putting the things together of course...
Dragonfodder wrote: So I had started a little joke build to make a cybork nob outta mek parts... and like the good mad dok I am, it got outta hand. Long story short, it's now my warboss with mega armor and a cybork body made outta necron and ork bits kludged together. I call him MegaMek Uzbiz Deffgubinz
Uzbiz was just a minor mek working in a shop that he shared with the local painboy. When he had accidentally cut a foot off while expirimentin' and asked the dok for a new one, the doc did some "expirimentin" of his own. Uzbiz woke up with a body made of most of his own inventions, and a 6-million toof doctor's bill. Seein as he was now the biggest ork in town, he promptly took it upon himself to krump the current boss, take over the tribe, and begin Waaaaagh Deffgubinz to plauge the sector...
MegaMek Uzbiz Deffgubinz (warboss profile)
WS 5 BS2 S5 T6 W4 I2 A4 Ld9
Wargear-
Stikkbombs
Mek's tools
Mega-Armor
Cybork Body,
Kustom Force Field
Uzbiz's Mega-blasta, (replaces the twin-linked shoota)
- A mega-blasta specially crafted for Uzbiz, grafted onto him where his left arm used to be. It can turn anyone into a smoking pile of ash, including Uzbiz himself. It has the following profile-
S6 AP2 heavy d6, Gets Hot!
Special Rules-
Mob Rule,
Furious Charge,
Independent Character,
Waaaagh!
Da Mega Cybork-
An ork with more gubbinz than orky bitz, Uzbiz has become a walking engine of destruction. He gets a +4 invul from his cybork body, has relentless instead of slow and purposeful, and gains the Hammer of Wrath special rule. In addition, while his body may be slow, it lets him heft his power klaw with no restrictions. Uzbiz ignores the "unwieldy" rule
230 pts
Pricing guide- stop me if I'm way off here, had to make some guesses
Warboss- 60 pts (includes the stikkbombs, statline, mob rule, furious charge, IC, Waaagh special rules)
+1 toughness (+10) -2 Inititive (-10)
mega Armor- 40
Cybork body-10
KFF-60
Mek's tools ~ 10
Blasta = kustom mega blasta (15) + deffgun (which is a loota(15) - a boy (6)) rounded up to = 25
Da mega cybork- 25 (+10 for extra invul, +5 relentless, + 5 hammer, +5 for bonus power klaw speed)
Remove the Kustom Force Field. Really; it's not needed. Why take 5+ cover save when you have a 4+ inv to save you? Take the inv down to 5, then give his KFF some background by kicking up his inv save by +1, only against Str 8 and below weaponry.
My thing with the KFF was so that he would be useful as a force multiplier as well as a killing machine. the cover save isn't for him, its for his boyz or his battlewagon.
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
Thing is, with Orks, it's one or the other, usually. You'll notice none of the Special Characters have any of those sorts of things- all the 'Force Multiplyers' are either how they're used or in special rules.
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!
Anvildude wrote: Thing is, with Orks, it's one or the other, usually. You'll notice none of the Special Characters have any of those sorts of things- all the 'Force Multiplyers' are either how they're used or in special rules.
The Mek+warboss idea came from the model I made, so I was trying to find a good middle ground for that. I figured being a force multiplier (like a mek) and a combat machine (like a warboss) would be a good combo
This message was edited 1 time. Last update was at 2013/01/10 01:53:33
"Luck is my middle name. Mind you, my first name is Bad."- Rincewind
4000 Kahmelot Dynasty 10000 WAAAGH! Deffgubinz It's gettin bigga all da time!
3000 Pre-Heresy Alpha Legion
Got back into 40k after a 6 month Hiatus so I'm going to post the rules for two of my favorite homebrew characters:
Tau Commander Bloodmoon
A former student of the infamous Commander Farsight, like his master he has an un-Tau like affinity for close combat. However, like the moon he is named after, he only reflects part of light shined upon him. Where his predecessor abandoned the Greater Good, he holds firmly in his loyalty. Still, Farsight's ferocity in combat was properly inherited. Bloodmoon often personally leads to charges enemy formations to demoralize and crush his foes.
WS5 BS4 S5 T4 W4 I4 A4 Ld10 Sv3+ Type: Jetpack Infantry[180pts]
Equipment:
Shield Generator, Phased Ion Gun
Dusk Reaver: Thought to be a sister sword to Farsight's own Dawn Blade, Dusk Reaver is a weapon bathed in an unnatural darkness that pulls at all surround like.
S+2 AP1 Type: Melee, Shred
Special Rules:
IC, Hit and Run, Fleet
Warlord Trait - Shock Troops: Blood Moon and his unit can choose to move as if were jump infantry. If they choose to do this, then they may only fire snap shots for the following shooting phase.
Baelbulbuzz, The Fly King
Formerly of a native of Feral World, the soon to be King one day found his home attacked by Chaos Space Marines of Nurgle. Taking refuge in a swamp, he found himself in a cave housing numerous large organic sacs. Hearing his pursuers near, he ventured deeper in. Unknown to him, they had tossed a plague bomb into the cave, the detonation of which hatched the eggs as well as summoning the Broodmother. The following day, the Marines began hearing rumors of a winged beast being led around that attacked friend and foe alike. Upon finding beast, they attempted to send to Father Nurgle embrace. However, it nimbly evaded them and retaliated. The beast could do little to harm the Marines' plague-enhanced physiques, but as the Marine's soon found out, it didn't have to. While the wounds themselves did little to stop them, the Marines seemed to slow and bloat, until suddenly they started to burst forth in a cloud of flies. Before his entourage could wipe itself out, their leader, an ancient Nurgle sorcerer stepped before the beast and it's master and asked, "Whom do you serve? The gurgled, phlegm filled response was, "The Father...he tells me...to spread...his gift...
WS4 BS4 S5 T6 W4 I3 A3 Ld10 Sv3+ Type: Jetpack Infantry [190pts]
Cloud of Flies: Confers the King and his unit the Shrouded USR. Also gives the King a 5++
Parasitic Touch: CC attacks are rending. In addition for every one saved wound, the enemy unit must take a toughness test where failure causes a randomly determined model to burst in a hail of gore and grubs. Remove the model from play.
Lord of the Flies: The King may send a swarm of flies to attack enemies as a shooting attack
R18" S3 AP- Assault 2d6 rending
Warlord Trait: Flyborne Swiftness - The King's unit may benefit from his jetpack assault move even if they themselves are not jetpack infantry. Do so as follows: roll 2d6 and take the lowest number for the maximum number inches that can be moved in the assault phase.
TREXON THE UNDYING (2xx pts) WS5 BS4 S4 T5 W3 I4 A3 LD10 SV2+ Unit Type: Infantry (Character)
Wargear: Paragon Blade, Artificer Armour, Storm Shield, Frag and Krak Grenades
Special Rules: IC, Fearless, Eternal Warrior, It Will Not Die, Feel No Pain
Just a quick character I came up with. Similar rules to Mortarion, but with lower stats and gear to compensate. T5, 2+, 3++, EW, IWND, and FNP - this is one resilient mutha*****!!
I place him at over 200 points, but how-much over I don't know.
acekevin8412 wrote: Got back into 40k after a 6 month Hiatus so I'm going to post the rules for two of my favorite homebrew characters:
Tau Commander Bloodmoon
A former student of the infamous Commander Farsight, like his master he has an un-Tau like affinity for close combat. However, like the moon he is named after, he only reflects part of light shined upon him. Where his predecessor abandoned the Greater Good, he holds firmly in his loyalty. Still, Farsight's ferocity in combat was properly inherited. Bloodmoon often personally leads to charges enemy formations to demoralize and crush his foes.
WS5 BS4 S5 T4 W4 I4 A4 Ld10 Sv3+ Type: Jetpack Infantry[180pts]
Equipment:
Shield Generator, Phased Ion Gun
Dusk Reaver: Thought to be a sister sword to Farsight's own Dawn Blade, Dusk Reaver is a weapon bathed in an unnatural darkness that pulls at all surround like.
S+2 AP1 Type: Melee, Shred
Special Rules:
IC, Hit and Run, Fleet
Warlord Trait - Shock Troops: Blood Moon and his unit can choose to move as if were jump infantry. If they choose to do this, then they may only fire snap shots for the following shooting phase.
Baelbulbuzz, The Fly King
Formerly of a native of Feral World, the soon to be King one day found his home attacked by Chaos Space Marines of Nurgle. Taking refuge in a swamp, he found himself in a cave housing numerous large organic sacs. Hearing his pursuers near, he ventured deeper in. Unknown to him, they had tossed a plague bomb into the cave, the detonation of which hatched the eggs as well as summoning the Broodmother. The following day, the Marines began hearing rumors of a winged beast being led around that attacked friend and foe alike. Upon finding beast, they attempted to send to Father Nurgle embrace. However, it nimbly evaded them and retaliated. The beast could do little to harm the Marines' plague-enhanced physiques, but as the Marine's soon found out, it didn't have to. While the wounds themselves did little to stop them, the Marines seemed to slow and bloat, until suddenly they started to burst forth in a cloud of flies. Before his entourage could wipe itself out, their leader, an ancient Nurgle sorcerer stepped before the beast and it's master and asked, "Whom do you serve? The gurgled, phlegm filled response was, "The Father...he tells me...to spread...his gift...
WS4 BS4 S5 T6 W4 I3 A3 Ld10 Sv3+ Type: Jetpack Infantry [190pts]
Cloud of Flies: Confers the King and his unit the Shrouded USR. Also gives the King a 5++
Parasitic Touch: CC attacks are rending. In addition for every one saved wound, the enemy unit must take a toughness test where failure causes a randomly determined model to burst in a hail of gore and grubs. Remove the model from play.
Lord of the Flies: The King may send a swarm of flies to attack enemies as a shooting attack
R18" S3 AP- Assault 2d6 rending
Warlord Trait: Flyborne Swiftness - The King's unit may benefit from his jetpack assault move even if they themselves are not jetpack infantry. Do so as follows: roll 2d6 and take the lowest number for the maximum number inches that can be moved in the assault phase.
My only concern is that Parasitic Touch says 'for every one saved wound', which would be fairly powerful even on a 190 point character. If it is supposed to say 'unsaved wound' instead, I think it would be fine.
I would also like to see some sort of retinue that he can take. Maybe say 'He may take a retinue of 0 - 2 Plague Flies, which count as Chaos Spawn with the Mark of Nurgle and are jump infantry instead of beasts (costed at 10 points more per model than a normal Spawn with a MoN).
ADAMAS, THUNDER KING OF THE PROTECTORS CHAPTER WS6 BS5 S4 T4 W4 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Fulgurite*, Tartaros Terminator Armour*, Storm Shield
Special Rules: IC, ATSKNF, Combat Tactics, Rites of Battle, Thunder Strike*
[Fulgurite]Created when a freak electromagnetic storm struck a clump of an indestructible, unknown substance. It was gifted to the Chapter Master of the Protectors from that time onwards, and still crackles with the energy that gave it form. Range: - / Strength: +1 / AP: 2 / Melee, Master-Crafted, Fleshbane, Haywire
[Tartaros Terminator Armour] Confers a 2+ Armour save and allows Adamas to perform a Sweeping Advance.
[Thunder Strike] If Adamas is deployed via Deep Strike, all models (ally and enemy) within 3" of his deployed location suffer an automatic S4 AP- Haywire hit.
For this fellow, I was thinking 240 points at MINIMUM. He could be more than that.
Thoughts?
Wargear: Power armor, bolt pistol, frag and krak grenades
Chain-spear: This is a close combat weapon. It gives +2 Strength and AP3. It also has the Rending, Fleshbane, Two-handed and Murderous Strike(instant death on 6+ to wound) USRs. It also incorporates a teleport homer.
Special Rules: Independent Character, Hit and Run, Fleet, Fear
Preternatural Reflexes: Has a 4+ invulnerable save and gains +1 Initiative in the first round of combat.
Red Hands: Roll a dice the first time Sevatar is removed from play. On a 2+, he gets back up on 1 wound and is placed within 3 inches of where he was removed. Also has a 4+ Feel No Pain save.
Decapitating Strike: In a challenge, Sevatar can re-roll all failed to hit rolls.
I think he's a bit excessive... could do with some scaling back imho.
BAHRAH THE GRAND CHAMPION WS7 BS4 S4 T4 W2 I5 A4 LD10 S3+
Unit Type: Jump Infantry (Character)
Wargear: Pair of Power Swords, Power Armour, Jump Pack, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Combat Tactics, Crusader, Deflective Strike*
*Deflective Strike: When Bahrah rolls an Armour save of 6, he immediately makes a bonus Attack at the same Initiative step as the attacker who tried to wound him.
Well this is my first post here, and i have come up with an army of heroes. I apologize for the silliness in places but they are meant to be a bit crazy, so without further ado.
Name: The Skandaman.
WS4 BS4 S4 T5 WD6+2 I6 A4 ASv6+/ISV3+
Unit Type: Infantry.
Wargear: The Golden Blade---S User AP2 Special Rules: Melee, Fleshbane, Armourbane, Blade of Ancient Times.
Blade of Ancient Times: All successful invun saves to be re-rolled.
Dark Matter Cannon: S X AP- Special Rule: Assault D6, Fleshbane, Armourbane, (count strength as 6), Dark Matter, Armour Stripper
Dark Matter: All failed saves cause the model to be removed from play as they as sucked into a black hole.
Armour stripper: If the Armour save is passed then on a 3+, they lose their Armour save for the rest of the game.
Cloth Robes: Gives a 6+ Armour save.
Special Rules: Heavenly Protection: As the power of an unknown god protects him, he has a 3+ invun save.
Random Wounds: At the start of every battle, roll a D6 and add 2, this is his wound for all of the game.
Fearless, IC, Eternal Warrior.
I was thinking about 4-500 points for him, mainly due to the weapons. After I've done all the characters, I'll explain the lore behind the stuff.
Who needs Grey Knights when you've got Deathwing Terminators!
Terminators don't kill people, people controlling the terminators do!
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
Grand master Belarus
Ws 6
Bs 3
S 4
T 4
W 3
I 4
A 3
Ld 10
Sv: 2+, 3++
Wargear: displacer field, maul of absolution, lions wrath, frag/krak, terminator armour.
Special rules: feel no pain, inner circle, slayer of tyrants: precision strikes on 5+, must issue a.challenge.
All this for 200 pts.
I have used him a couple of times and he is quite balanced
Apollyon the Destroyer..........................315 points Like Abaddon, Apollyon was once a proud Space Marine, destroying the enemies of the Emperor as a member of the Luna Wolves, and quickly gained the nickname "the destroyer" for his uncanny ability to dispatch his foes. He remained staunchly loyal to the Imperium, forsaking his battle brothers and attempting to help the Loyalists. After the heresy, his connection to Horus and the Luna Wolves was his undoing, as he was stripped of all titles and awards, tortured, and imprisoned. He only barely escaped with his life and not much more, but was soon re-captured and lock away in a stasis pod for transport. However, the ship's warp jump fractured the ship, sucking out tons of cargo, Apollyon included. Thrown through the Warp, he exited the warp with the Space Hulk "Nero" and was picked up by the renegade Architects of Death, a former Space Marine chapter along with a company of Imperial Guard.
Since then, his skills have only increased, and the technology the Architects have recovered in their adventures has helped significantly.
WS 7 BS 4 S 4 T 4 W 3 I 6 A 3 Ld 10 Sv 5+ FOC:HQ Unit Type: Beast Composition: 1 (Unique)
Wargear: The Infinity Blade - This crystalline blade of unknown origin crackles with an unearthly energy, capable of sundering the thickest flesh and armor or disabling shields. At short ranges, the energy within may even lash out with devastating effect. This weapon uses the following profiles: R- S: User AP:2 Type: Melee, Disruption - In addition to having the Armorbane special rule, all successful invulnerable saves made against wounds taken by this weapon must be re-rolled. Furthermore, all models with a Toughness over 6 count their Toughness as 6 when taking wounds from this weapon. Shooting: R6" S:5 AP:2 Type: Assault 1, Disruption
Modified Flak armor: Made by Apollyon, this armor is tight-fitting and allows for complete freedom of movement. Along with multiple suspensor units hidden within the armor, this armor actually makes Apollyon lighter and more agile. This armor allows Apollyon to change his Unit Type to Beast and gives him a 4+ invulnerable save in close combat.
Special Rules: Furious Charge Fearless The Destroyer - Apollyon is well known for his many kills on the field, but mostly for his high-profile kills, making it a point to challenge only the strongest opponents he can find.Apollyon must challenge any HQ model he assaults. Furthermore he is allowed to do one of the following once per turn, chosen at the beginning of either the shooting or assault phase: Massacre- Apollyon changes his Strength to 3 and doubles the number of attacks on his profile. Murder- (This may only be used when in a challenge) Apollyon may only make 1 attack, but gains +1 Weapon Skill, Strength, Initiative, and the Infinity Blade gains the Instant Death Rule. Annihilate- (Shooting phase only) Apollyon unleashes the full power of the Infinity Blade upon his foes. This changes the shooting profile to: R18" S:7 AP:2 Type: Assault 1, Disruption, Beam - This functions exactly as a beam psychic shooting power, but no Leadership test is needed.
This message was edited 1 time. Last update was at 2013/01/19 07:34:14
for Codex: Chaos Space Marines or Horus Heresy: Massacre (Night Lords Legion)
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv3+
Wargear: Power armor, frag and krak grenades, combi-plasma
Meteor Hammer: This is a melee weapon. Strength +2, Initiative +1, AP5, Two handed, Specialist Weapon, Concussion, Sweep Attack (may exchange attacks characteristics for a single attack per enemy model in base contact)
Special Rules: Independent Character, Fearless, Fear
Whirlwind of Death: Has D6 Hammer of Wrath hits, resolved at S6 AP5, when charging.
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