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That kinda works, although, Id say it should be 4+ inproved to 3+
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
Sith Robes: Gives a 5+ armor save and the Shrouded USR
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs.
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
Another ridiculously OTT fan character. Can people just not balance?
pretty sure he is balanced by being MORE EXPENSIVE THAN A PRIMARCH
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
Again, another member of my Nihilum Guard group:
The Clair Twins, leaders of the Storm Initiate Bikers (300 Points)
WS: 4
BS: 4
S: 3
T: 4 (Bikers, so gets +1 toughness value)
W: 4 (Total of the two models)
I: 6
A: 2
Ld: 9
Sv.: 5
Composition:
-2 Models, consider as one independent Character.
Characteristics:
Jink
Hammer of Wrath
Relentless
Fearless Charge Hit and Run War Gear
-Heavy Stubber
-Krak Grenades
-Chainsword
Armor
Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You
Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore:
The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Hive Fleet Lazarus wrote:I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
if you got a name for him mes technically a character
Leety wrote:Again, another member of my Nihilum Guard group: The Clair Twins, leaders of the Storm Initiate Bikers (300 Points) WS: 4 BS: 4 S: 3 T: 4 (Bikers, so gets +1 toughness value) W: 4 (Total of the two models) I: 6 A: 2 Ld: 9 Sv.: 5
Composition: -2 Models, consider as one independent Character.
Characteristics: Jink Hammer of Wrath Relentless Fearless Charge Hit and Run War Gear -Heavy Stubber -Krak Grenades -Chainsword
Armor Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore: The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
Let Not Even Death Stop You is wayyyy OTT, especially for +5 pts a squad. It makes them BETTER after you kill them and they don't die right away! that being said, maybe at +5 points per model OR 50 points a squad (come on, zombie guard that shoot better and hit harder? worth it!) or make it a 0-1 choice
This message was edited 1 time. Last update was at 2013/03/12 13:42:36
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Pulse shells: One use only, replacing the normal profile of the modified bolt gun. Range 24 S4 AP2 Heavy 1 Armorbane
Special Rules: Fearless, Scout, Infiltrate
I am Alpharius: Opponents do not get Kill Points for killing Assassins.
Target in sight: Assassins can target specific models, and successful Look Out Sir rolls against Assassins must be re-rolled.
Options:
May replace close combat weapon with power weapon for 10 points
May take jump pack for 15 points
This message was edited 1 time. Last update was at 2013/03/12 14:32:25
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
Hive Fleet Lazarus wrote:I know this post is for characters but would anyone mind if I posted the rules for a chaos superheavy I've been working on. Its an adapted stormlord but with some changes to make it much more chaosy and fit better with my custom warband
if you got a name for him mes technically a character
Leety wrote:Again, another member of my Nihilum Guard group:
The Clair Twins, leaders of the Storm Initiate Bikers (300 Points)
WS: 4
BS: 4
S: 3
T: 4 (Bikers, so gets +1 toughness value)
W: 4 (Total of the two models)
I: 6
A: 2
Ld: 9
Sv.: 5
Composition:
-2 Models, consider as one independent Character.
Characteristics:
Jink
Hammer of Wrath
Relentless
Fearless Charge Hit and Run War Gear
-Heavy Stubber
-Krak Grenades
-Chainsword
Armor
Flak Jacket Heavy Motorcycle (consider the Clair Twins as bikers).
Let Not Even Death Stop You
Before every mission, the Clair Twins have been known to give those under them a certain chem that has the mystical property of extending one’s will onto their bodies after their doom. Whenever a Infantry or Biker model is killed, it can still go through one more movement and shooting phase before it is finally pronounced dead with +1 value to BS and WS. If Instant death is applied, the chem is nullified. This trait can applied for 5pts for every squad.
Lore:
The Bikers of the Storm Initiate choose their recruits through their periodic raids, kidnapping the children of the parents they have murdered. The Clair twins were adopted under this rather typical circumstances along with countless number of other children, and ran through the harsh and bitter training necessary to prepare them for a lifetime of moral-depraved work. As the nature of the Storm Initiates do not care for anything but martial prowess, the Clair twins rose through the ranks of these bikers with vigor, their heavy stubbers always blazing.
Unfortunately, excessive talent brought unwanted attention and violence. Despite their undying loyalty to the boss, the twins’ charisma and their specially concocted chem created schisms among the raiders who were eager to either put the Clair twins as their leaders, or maintain status quo. The boss and the twins, still under friendly terms, came to an understanding that it would be best that the twins and their supporters were exiled. With this decision in mind, the Twins voluntarily inducted themselves to the Imperial Guard, never to come back to their home planet again. Only to face the horrors of war with their lightly armored bikes. Storm Initiate bikers’ experiences in hit and run tactics came into good use in their battles against the Ork War bands, which the Nihilum Guards specialize against.
The Clair Twins and their followers were last seen in the Damocles Gulf Crusade and were most certainly wiped out by the Tau; as skillful as a rider the Storm Initiates were, their bikes were unsuitable against the unflinchingly accurate sniper drones and pulse rifles. That being said, the bodies of the Clair Twins have never been found, and they have currently been proclaimed as MIA.
Let Not Even Death Stop You is wayyyy OTT, especially for +5 pts a squad. It makes them BETTER after you kill them and they don't die right away! that being said, maybe at +5 points per model OR 50 points a squad (come on, zombie guard that shoot better and hit harder? worth it!) or make it a 0-1 choice
Or how about an increase on the Claire Twins themselves, bumping from 300pts to 600pts, while maintaining the +5 per squad?
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
so like a stormlord with an assault ramp and increased carrying capacity?
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Wargear: artificer armor, bolter, frag and krak grenades
forearm mounted storm shield: this is a storm shield. however, it is not considered to be using one hand for the purpose of two-handed weapons
Venom: This is a massive two-and-a-half-handed broadsword. Strength +3 AP2 Melee Two-handed Armorbane Unwieldy
Special Rules: Independent Character, Fearless, Inspiring Presence
Massive Stature: Pech is equivalent in size to his Primarchs. Bonus to statline included. Also has the Eternal Warrior USR.
Warlord Trait: Master of Deception
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: artificer armor, bolter, frag and krak grenades
forearm mounted storm shield: this is a storm shield. however, it is not considered to be using one hand for the purpose of two-handed weapons
Venom: This is a massive two-and-a-half-handed broadsword. Strength +3 AP2 Melee Two-handed Armorbane Unwieldy
Special Rules: Independent Character, Fearless, Inspiring Presence
Massive Stature: Pech is equivalent in size to his Primarchs. Bonus to statline included. Also has the Eternal Warrior USR.
Warlord Trait: Master of Deception
The forearm mounted storm shield aka a combat shield? storm shields are too big and bulky to be arm mounted due to their enhanced generator. Maybe just give him a backpack-mounted enhanced refractor field (3++)?
This message was edited 1 time. Last update was at 2013/03/12 17:12:31
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Fire points-Up to ten models may fire from the Warplord’s firing platform. The ten infantry models are treated as being in an open topped vehicle for the purposes of firing and transport
Assault Ramp-Any bikes carried by the Warplord may assault the same turn they disembark unless the Warplord has tank shocked or has infiltrated or outflanked that same turn. Infantry models may not assault the turn they disembark
Weapons and Equipment
-Hull-mounted Bloodfire bolter
Ranges 60” S6 AP3 Heavy 20, primary weapon
-Hull-mounted twin-linked heavy bolter
-Two Sponsons, each with one lascannon and either a twin-linked heavy flamer or a twin-linked heavy bolter
-Searchlight and smoke launchers
Options
The Warplord may replace its two side sponsons with armour plates, increasing its side armour to 14 at no extra cost
It may instead add two extra sponsons, each with one lascannon and one twin-linked heavy flamer or heavy bolter for 100 pts
The Warplord may be given any of the following upgrades from Codex Chaos Space Marines
-Havoc Launcher +12 pts
-Dirge Casters +10 pts
-Pintle-mounted combi-bolter +10 pts
-Pintle-mounted combi-flamer, melta or plasma +15 pts
-Pintle-mounted multi-melta +20 pts
-Demonic possession +15 pts
The sponson mounted twin-linked heavy flamer or twin-linked heavy bolter may be replaced with twin-linked multi-meltas for +35 pts or reaper autocannons for +40 pts
The hull-mounted twin-linked heavy bolter may be replaced with a twin-linked multi-melta for +35 pts or a reaper autocannon for +40 pts
The Warplord may be equipped with two additional combi-bolters mounted on the sides of the firing platform for +15 pts. These weapons may be fired in addition to any infantry models firing from the platform. They may be only be fired if there is at least one infantry model embarked on the firing platform of the Warplord.
Or
The Warplord may exchange half of its infantry carrying capacity for a hades autocannon with the following profile foe +65 pts.
Range 48” S7 AP 4 Heavy 4, Twin-linked, Skyfire, Interceptor
The autocannon may only be fired if there is there is at least one model on the firing platform to operate the weapon. The autocannon is fired at the models unmodified ballistic skill in exchange for the model not being able to fire their own weapon
The Warplord may replace its Hull-mounted Bloodfire bolter with a Hull-mounted Warp Blast Cannon for +25 pts
Range 36” S10 AP 1 Ordinanace 1, 10” Blast, Primary Weapon, no cover saves allowed
Special Rules
Blood for the blood god!-The Warplord channels all of its unholy might into its primary weapon. If the Warplord doesn’t move if may fire its Bloodfire bolter twice in the following shooting phase (at the same target or different ones) It may not do this if it infiltrated the previous turn or if equipped with the Warp Blast Cannon
so like a stormlord with an assault ramp and increased carrying capacity?
Basically, yes but I also wanted a mobile gun platform. MY chaos warband is very assault oriented and I wanted something to provide covering fire as well as transport and have a lot of different weapons and configurations
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
This message was edited 3 times. Last update was at 2013/03/12 22:35:16
orchewer wrote: A character I came up with for my Tau army ...
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Characters shouldn't generally have Armoury access. If they have options, it's generally 1-2 specific things
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
The Firewarriors is probably fine, but the suits should probably be 13-14pts.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
Seems like an alright character - shouldn't have Armour Access... should probably make the stat bonus +1-2 pts, but he only needs to be 150pts really.
orchewer wrote: A character I came up with for my Tau army ...
Shas'o Hue'lam received his first command during the Medusa V campaign. Tasked with defending a series of outposts in the mountains of the Charybdis Crest, Hue'lam's forces surprisingly did not encounter too many Orks. Instead, Hue'lam's forces had their baptism of fire against the Necrons encroaching on the mountains and various patrols of Space Marines. At the end of the campaign, Hue'lam received the Silver Knife for his services.
Points: 175
Shas'o Hue'lam
WS-BS-S-T-W-I-A-Ld-Sv 4-5-5-4-3-3-10-3+
Equipment: XV8 Crisis Suit with Plasma Rifle, Fusion Blaster, Multi-tracker, Hard-wired Black Sun Filter, Hard-wired Drone Controller with 2 Shield Drones
Shas'o Hue'lam may purchase additional equipment from the Tau Armoury
Special Characters shouldn't generally have Armoury access. If they have options, it's generally 1-2 specific things
Special Rules:
Veterans of Medusa V - Any Firewarrior team in an army led by Shas'O Hue'lam may receive +1 BS and +1 Ld for +3 points per model. Any XV8, XV88, or Stealth Suit units may receive this upgrade for +12 points per model.
The Firewarriors is probably fine, but the suits should probably be 13-14pts.
Memories of War - Any army that includes Shas'o Hue'lam counts any Space Marine allies as "Allies of Convenience" instead of "Battle Brothers." Additionally, the entire army counts as having the "Hatred Necrons" and "Preferred Enemy: Necrons" universal special rule.
The Silver Knife - Tau armies led by Shas'o Hue'lam are inspired by the presence of this hero of the Fourth Sphere Expansion. Any friendly Tau units with at least one model within 12 inches of Shas'o Hue'lam may use his leadership value for any leadership or moral tests.
Seems like an alright character - shouldn't have Armour Access... should probably make the stat bonus +1-2 pts, but he only needs to be 150pts really.
I generally agree. However id like to point out that at +12 points its already adding more than 1/3 of the cost
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Yeah, and without the Targetting Array, I'd have said it'd be +5pts per for +1BS and +1Ld. Unfortunately, Targetting arrays are there, which means you have to balance it across that. :(
My default for units is cost upgrades per 5 on basic infantry, per 3 on elite infantry, 1 for characters / single models. +/-10pts base for most increases, +/-5pts for Ld. Why did it post it twice! :( And then it removes the second post.....
This message was edited 2 times. Last update was at 2013/03/12 23:33:53
WS9 BS6 S5 T5 W5 I8 A6 Ld10 Sv5+ - I would actually change this to be S2 and T2 The emperor/ Darth Sidious is physically weak and old, but the power of the force sustains him. Given the amount of defenses this guy has, with Shrouded and a 2+ invuln in CC, he will always be taking a save no matter what weapon hits him (unless JotWW or something). The five wounds allows him to take repeated hits that would otherwise kill him outright, and FnP combined with IWND makes it clear this guy needs to be killed in a single turn or he won't go down at all.
Wargear:
Sith Robes: Gives a 5+ armor save and the Shrouded USR - I would actually change the robes to simply give him Shrouded. The 5+ save will never be used since every heavy weapon the opponent has will be on this guy,
Sith Lightsabers: 2 close combat weapons. Has the Ignores armor, Fleshbane, Armorbane, Shred USRs. - I would simply make stats for a single weapon, since he only used one lightsaber. Basically: Red Lightsaber R:- S:User AP:2 Type: Melee, Fleshbane, Armorbane, Shred
Special Rules: Eternal Warrior, It Will Not Die, Feel No Pain, Adamantium Will, Fleet
Supreme Bladesman: Has a 3+ invulnerable save, increased to 2+ in combat.
Infinite Hatred: Hatred for every round of combat, rather than just the first.
Aura of Darkness: All enemy units within 6 inches suffer from -1 WS, BS and I. Causes Fear, and successful Fear tests must be rerolled.
Psyker Mastery Level 5: May re-roll all failed psychic tests, and is immune to Perils of the Warp. Knows the following powers:
Sith Lightning: Warp Charge 1. Witchfire. Range 24 S7 AP2 Assault 2D6 + 2 Blind Concussion Disable: Any models suffering an unsaved wound but not killed by this attack are unable to move in the next turn.
Force Push: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Shove: Target model is pushed in a random direction 2D3 inches.
Force pull: Warp Charge 1. Focused Witchfire. Range 18 S6 AP- Assault 1 Slam: Target model may not move in the next turn. Grab: Target model is pulled directly towards Sidious 2D3 inches.
Force Crush: Warp Charge 2. Focused Witchfire. Range 12 S10 AP1 Assault 1 Instant Death Fleshbane Crush: If target is a vehicle, it automatically explodes, and any passengers are automatically removed from play.
On the whole I think this guy is... interesting. As-is I think he should be 900 points, but with my changes I might keep him at 800 or 850, regardless of how much primarchs cost.
Automatically Appended Next Post: WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle: [Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
This message was edited 2 times. Last update was at 2013/03/12 23:42:43
Captain Quetzal Cartach, Praetor of the 5th Battle Company, Alpha Legion
235 points
Type: Infantry (character)
Composition: 1 (unique)
WS6 BS5 S4 T4 W3 I5 A3 Ld10 Sv2+
Wargear: 2 power fists, power sword
Cataphractii armour: This is terminator armour that gives a 4+ invulnerable save rather than 5+, and replaces Relentless with Slow and Purposeful
Servo arm mounted storm bolter: Range 24 S5 AP4 Assault 2. May be fired in Overwatch, ignoring normal restrictions from Slow and Purposeful. Fires at full BS in Overwatch and Snap Shots. May be fired in addition to 1 other weapon
Grenade harness: 1 shot only. Range 8 S3 Ap6 Blast. Cartach and any squad he is attached to count as being equipped with assault grenades if assaulting a target shot at by the grenade harness.
Digital Weapons: Gives +1 attack.
Command Uplink: All friendly units from the same detachment can use Cartach's Ld value, with the exception of psychic tests
Special Rules: Independent Character, And They Shall Know No Fear
Strategic Genius: All friendly units from the same detachment may re-roll all reserve rolls, outflank rolls, and Deep Strike scatters
Warlord Trait: Master of Deception
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
I actualy use my characters on the table but with official stats. If i go making up stats everything will become 10 and his armour save will always pass so i dont get myself started
Anyways, here the fluffy bit I wrote this about a year ago.. Its a short story of his rise to powah! Since then he has been freebooting and starting waaaghs all over the place Also attached a photograph of the model i build of him. Working on a bikey version atm
Waaagh! Uhrmak Mearta Kroonik.
As a Boy, Uhrmak Mearta Kroonik fought against the most brutal enemies under the Bannah of Warboss Face Basha Mc Killy.
From the Emperor’s space Marines to the ferocious Tyranids. He survived all these brutal enemies until one day, he got Slashed in the face by a power sword, losing half his face, got run over by a Lemann Russ tank, got stomped in to the ground by all his fellow Boyz charging forward, and finally his body got Zapped by his allied Weirdboy.
After the victory over the Imperium his Orkish body regenerated enough untill he was able to stand up again.
He somehow found his way back to his camp. Upon arriving there all the Boyz stared at him awkwardly. His face, still mostly gone was radiating blue energy. A massive shadow fell over him, it was his Warboss. ‘Oi iz you one o ‘them Weirdboyz now?’
‘Nah Boss’, Uhrmak said. ‘It iz still me, Uhrmak Boss’. ‘Okay then’. ‘OI DOK! Get Over ‘ere! Got you anuvva one!. And so the Mad Dok started experimenting on Uhrmak.
After a couple of days he managed to ‘fix’ Uhrmaks ‘ead. His face was patched up with the Skin from one of his fellow Boyz’s face and Metal. His Teeth were all replaced with iron teeth.
And finally he was given a Metal horned helmet.
Okay, the Mad Dok said. Now I iz gunna activate tha new Killy eye ye got. Uhrmak grunted in approval. ‘klik’ Urhmak heard when the Dok activated the Killy Eye. Hmm?, Uhrmak said, the Killy Eye aint,…. AAAAAAAARGH! The air radiated with crackling blue energy. Uhrmak grabbed the Mad Dok by his face and said, OI! Iz you trying to kill Uhrmak?
Nonono, the Mad Dok squeeled as he saw Uhrmak grow before his eyes. The Dok’s head exploded into bits and pieces.
Uhrmak, now the full size of a battle hardened Nob. Grabbed the nearest Shoota and Choppa and walked up to the nearest group of Boyz and unleashed his fury upon them.
Other Boyz and Nobz, hearing and seeing this quickly rushed toward the fight and joined in. The fight lasted almost half a day until Warboss Face Basha Mc Killy heard of the fighting.
When he laid his eyes upon the carnage he saw a blood stained Nob standing upon a huge pile of dead Boyz and Nobs. When he got closer he noticed that the Nob was almost as big as he was himself.
Uhrmak, seeing the Warboss getting closer charged him in his bezerking state. What followed was a most brutal fight that scared the other Boyz into hiding and made the Nobz start shaking.
With his first stike Uhrmak cut down Face Basha’s banner and left arm. However, Uhrmak quickly received a monstrous blow to his head.
At that moment it was like time itself was standing still for Uhrmak. He quickly overtook Face Basha and cracked open his skull.
For a moment he just stood there, watching his former boss laying on the ground. Then he Unleashed a deafening cry, WAAAAAAAAAAGH!
I iz the new boss now! Urhmak yelled at the Orks all around him.
Wargear: Power armor, bolter, bolt pistol, paragon blade, frag and krak grenades, iron halo
Special Rules: Eternal Warrior, It Will Not DIe, Adamantium Will, Independent Character, Fearless
I am Alpharius: Instead of deploying normally, Alpharius may be deployed at the start of any friendly turn. If doing so, pick any friendly power-armored model on the tabletop. Replace that model immediately with Alpharius.
Hydra's Heads: Legion trait is Infiltrate and Scout.
Omegon, Primarch of the Alpha Legion
Points: 350
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS7 S5 T5 W4 I7 A5 Ld10 Sv3+
Wargear: Power armor, bolter, bolt pistol, paragon blade, frag and krak grenades, iron halo
Special Rules: Eternal Warrior, It Will Not DIe, Adamantium Will, Independent Character, Fearless
I am Alpharius: Instead of deploying normally, Omegon may be deployed at the start of any friendly turn. If doing so, pick any friendly power-armored model on the tabletop. Replace that model immediately with Omegon.
Hydra's Heads: Legion trait is Infiltrate and Scout.
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
The Imperial superheavy "Stepper" 1500 WS:1 BS:3(4) S:10 F:14 S:14 R:12 Underbelly: 11 Structure Points: 4 Void Shields: 6 Weapons: chin-mounted double (co-axel) Destroyer Cannons (RG: 7', S:10 AP1 10' blast, Special: slow to reload (only useable every other turn) 2x Side mounted Battle Cannons Close-in defense guns: These servitor-mounted small arms can only be fired at targets closer than 18" to a leg. They fire at BS2 and include: 4x TL assault Cannons 8x TLHB 4x TL las cannons Special Rules: Slow MoFo: although it is a superheavy walker it moves 6" a turn, and any drive damage auto immobilizes it. Orbital relay device: Can use an apocalypse Barrage (3) each turn until destroyed. Supreme Command: owners side benefits from the Supreme Headquarters Strategic Asset Strategic Planning: Owners side benefits from Strategic Planning Targetee: grants BS: 4 Fragile Instruments: whenever the Stepper loses a Structure Point roll a D3. On a 1, the vehicle loses the Targeter. 2 it loses Orbital Relay Device. 3 it loses Supreme Command. Underbelly: any unit firing from within 12" of the model rolls a d6. on a 5+ it attacks against the Underbelly armor. If directly under the model it auto passes this roll. Transport capacity: 100 models. May transport vehicles. Up to 1 super heavy may be loaded (Baneblade Variants only) and count as 100 models. Disembarkation ramp at the rear of the vehicle. Firing Points: balcony's located on either side of the vehicle can compensate up to 25 units apiece. Infantry may disembark via rope from there but must take a dangerous terrain test. Walkers may fire from here and count as 5 units. Counts as open-topped for disembarkation purposes.
This message was edited 2 times. Last update was at 2013/03/14 17:12:50
Azreal13 wrote: Not that it matters because given the amount of interbreeding that went on with that lot I'm pretty sure the Queen is her own Uncle.
BA 6000; 1250
Really this thread just failed on about 3 levels, you should all feel bad and do better.-motyak
Chirico Cuvie (Purposefully OTT character, a nod to Armored Trooper VOTOMS)
Upgrade for an armored Sentinel with autocannons (+100pts)
BS: 5
Characteristics:
Jink
Psychic Pilot
Independent character
Expandable Sentinels
When Chirico Cuvie’s armored Sentinel is destroyed, Chirico Cuvie can eject out of the destroyed vehicle immediately, and will be represented by a veteran guardsman with a shotgun. When he comes 1’’ range of another sentinel, Chirico Cuvie can hijack the sentinel, allowing the sentinel to now to have BS5, and all the characteristics associated with Chirico. When this vehicle is again destroyed, repeat this process.
Abnormal Survivor
Chirico Cuvie by nature is an Abnormal Survivor, or, put in other words, a soldier genetically guaranteed to survive any sort of grievous wounds. When Chirico Cuvie is killed, he can be revived one turn later, regardless of circumstances. This characteristics can be used continuously.
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
This message was edited 1 time. Last update was at 2013/03/15 19:10:10
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...
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
Sure! Though I'm not sure why you're quoting Calas.
WIth the advent of the new Daemons codex, I've decided to repost this guy, with some changes for the new edition, of course.
The Vessel of Fury/Excess/Decay/Change......................... 200 points or so.
As the Chaos gods are the manifestations of the emotions of an entire galaxy, so is the Vessel of Fury the manifestation of the collective chaos of the battlefield. At first, it is little more than a resonant wind of energy, but if left unmolested on the battlefield, it rapidly grows into an nigh-unstoppable horror as it focuses the tainted magic and unrepentant slaughter of the enemy into itself, taking on the purest form of whatever magic is causing the most chaos.
The powers of the Vessel change according to whichever god's presence is most felt on the field, changing its essence to become a channel for the most influential god in the battle:
[Vessel of Fury]: If the majority of the models in your army follow Khorne (i.e. Bloodletters, Juggernaughts, Bloodcrushers, etc make up more than 50% of the models in your army), the Vessels Unit Type Changes to Flying Monstrous Creature. Keep track of the number of unsaved wounds dealt to both sides. For every 5 unsaved wounds that either side deals, increase all of the Vessels stats by 1 (with the exception of Leadership), including the save (since the save is currently -, the first 5 wounds would increase the save to 6+, then the next to 5+, and so on). The Vessel also becomes a Daemon of Khorne. All models, both friendly and enemy, within 8" of the Vessel of Fury gain the Rampage special rule.
{Vessel of Excess}: If the majority of the models in your army follow Slaanesh (i.e Fiends of Slaanesh, Seekers, Daemonettes, etc), then the Vessel's Unit Type changes to Beast. For each enemy squad that has come under the effects of any special abilities of any Slaanesh model (i.e. Soporific Musk or Disruptive Song on a Fiend), increase the all of the stats by by 1, with the exceptions of Weapon Skill, attacks, and Initiative, which increase by 2. The Vessel of Excess is a Daemon of Slaanesh with Mastery Level 2 and knows all of the powers from the Excess table. If a squad that came under the effects of any of Slaanesh's gifts is wiped out entirely, the Vessels stats remain and are not reduced.
(Vessel of Decay): If 50% or more of the models in your army follow Nurgle, then keep track of how many units have taken unsaved wounds from any of those units. For each enemy squad that has at least three models that have taken a wound from any of Nurgle's gifts, increase the Vessel of Decay's stats by 1. For the first enemy squad that takes at least 3 usaved wounds from any of Nurgle's minions, increase the Vessel's Toughness by 2. Once per game, at the beginning of the shooting phase, the Vessel of Decay may create a rainstorm of the most foul and toxic rain imaginable, as if Nurgle himself was pouring out the contents of his cauldron over the battlefield. All enemy units take one S2 AP3 hit for each member of their unit. After activating this power, all Nurgle daemons gain +1 Toughness and any poisoned (4+) weapons become poisoned (3+) until the end of the next player turn. The Vessel of Decay is a Daemon of Nurgle, Mastery Level 3, and knows all of the powers from the Plague table.
Vessel of Change: If the majority of the models in your army follow Tzeentch, then add +1 to all of the Vessel of Change's stats (except for Ballistic Skill, which is increased by 2) for every game turn that has passed, meaning that once game turn 1 has concluded, the Vessel gain +1 to all stats (except Leadership, of course), and so on. The Vessel of Tzeentch is a Daemon of Tzeentch, Mastery Level 4, and knows all of the powers from the Change table. Once per game turn at the beginning of the movement phase, and only after game turn 1 has concluded, the Vessel may choose D3 friendly units or D3 pieces of terrain. If D3 units have been selected, the owning player may move them up to 6" in any direction. This does not count as moving for the purposes of firing weapons and the units may move again after this move has been completed. Alternatively, if D3 pieces of terrain are selected instead, roll the scatter die and a single d6 for each piece of terrain. Each piece of terrain then scatters the direction the scatter die indicates and the distance the D6" indicates.
Interesting... Very interesting... Woul you like me to play test this?
Sure! Though I'm not sure why you're quoting Calas.
Neither do I. Ah well. Just a question though: what do Ethereal Hands do? Are they CC weapons? If so, why bother with BS?
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...
CalasTyphon216 wrote: pretty sure he is balanced by being MORE EXPENSIVE THAN A PRIMARCH
Way I see it, if your way of balancing a character is to make him pricier, your doing it wrong. If one model makes up like half or a third of your points spent, its no longer a battle between armies starring your character, but rather the Story of your Speshul Snowflake, starring (your army here)
Unique characters and units should be much, much less important than that.
Here's my own submission;
Drakka Goldteef
Fluff; TBA, think Warboss + Glukkons from the Oddworld series. Similar to that Bad Moonz special character in that he loves riches as much as he does fighting.
Equipment: Mega Armour, Bosspole, Cybork (5++), Power Klaw, Stikkbombs,Gol'dakka (custom Snazzgun - replaces twin-linked Shoota), 3 Treasure Runts
Custom Rulez and Equipment
Custom Weapon - Gol'dakka
Goldakka is a Snazzgun upgraded with the capability to fire Goldtoof ammo. It is treated in all other regards as a Snazzgun with the Shootier and More Dakka upgrades.
Range: 24", STR: 6, AP: D6 (roll each turn you fire), Type: Assault 2, Special: Goldtoof Ammo
Goldtoof Ammo
You may choose to fire standard ammunition or goldtoof ammo for the Gol'dakka. To fire Goldtoof ammo, you must have at least one Treasure Runt that is still attached to Drakka Goldteef. The treasure runt is 'used up' by the attack.
Goldtoof ammo does not affect the strength of the attack, though it does allow you to re-roll failed hits as though an Ammo Runt had been used. If the target is hit, even if no wounds are inflicted (but not if an attack against a vehicle fails to glance or penetrate) place a bounty marker next to the squad for each successful hit. The target is now embedded with precious gold teef, and if engaged with any Ork unit, those Orks will fight much harder than usual to try and take those teef for themselves, so look on the bounty table to see what effects are endowed.
Bring me dere 'eads!
During his shooting phase, Drakka Goldteef and any unit he is attached to may forgo all shooting in order to place a bounty on any enermy unit to which he has line of sight. To do this, he must possess and 'use up' one treasure runt. The target of this ability automatically recieves D2+1 bounty markers.
Da powah of riches
Drakka Goldteef understands the concepts of the carrot and the stick, and uses his bountiful treasure stash to encourage his boyz in a fight. Through firing the Gol'dakka or use of the Bring me dere 'eads ability, Drakka can place Bounty markers on enermy units. Once attached to a unit, bounty markers confer various bonuses on any Orks that assault them, representing the added incentive that riches have for da ladz.
1+ Bounty Marker: Any mob that has at least one model in base to base contact with the unit recieves +1 leadership for each Bounty Marker on the target unit. If their Leadership would rise above 10, it becomes ten and the unit becomes fearless. Mobs that are already fearless, such as those affected by Mob Rule, recieve feel no pain (6+) or improve their current FNP by one level (no matter how many Bounty Markers are on the target, only apply the feel no pain bonus once)
2+ Bounty Markers: In addition to the above, your models recieve +1 INT on the turn they charge into combat with the unit in question, as long as they are in base to base contact with a model from the affected unit.
3+ Bounty Markers: In addition to the above effects, any Ork models in base to base contact with the unit with the bounty markers get a single free attack, resolved at their bolstered INT level if applicable, against the unit with the bounty markers. You do not need to go to the trouble of allocating those bonus attacks specifically against the models in base to base contact with your own - simply resolve the attacks against the entire unit as usual.
Grab da loot an' leggit!
Ork Mobs that destroy a unit with Bounty markers, but which do not have at least one model within 6" of Drakka Goldteef or his attached retinue, must pass a leadership test at the start of each turn. Mob rule does not apply, but all other effects such as below half strength apply as normal, and they recieve a -1 reduction to Ld for each bounty marker on the model they destroyed.
If they fail, they have decided to flee the field with their newfound loot and are immediately removed from the table! Models that flee in this regard typically do not count as casualties from the perspective of the enermy (ie for Kill Points) but do count as casualties for yourself (if say, you lose VP for each destroyed unit).
Oi! Dems our riches now!
Even if the Mob succeeds it's Grab da loot an' leggit! roll, they still continue to carry the loot - so place the bounty tokens next to the Mob that wiped out the enermy unit. At the start of each turn, for each Ork Mob holding bounty tokens that is not within 6" of Drakka Goldteef or his attached mob, is vulnerable to being mugged for their newfound riches by other mobz! All Ork Mobz that are not tied up in assault, are within 6" of this Mob, but not within 6" of Drakka Goldteef or his retinue, must make a leadership test.
Again, do not apply Mob Rule, and deduct 1 Ld for each bounty marker on the mob holding da loot.
In addition, if the Mob in question is larger than the one with the loot (count multi-wound models like Nobz as one model per wound) deduct 1 Ld for each model of difference in unit sizes, and if smaller, add 1 Ld instead (if Ld is increased to 10 or higher, you automatically pass the Ld check). If they fail the leadership test, then in this movement, shooting, and assault phase they must target the unit with da loot, adding the bonuses from the above chart as per usual. If they succeed in wiping out the unit, the loot is transferred to this new mob, which must make a Grab da loot an' leggit! check and can become subject to the predations of other Ork Mobz
Note that the boyz holding the loot get absolutely no bonus from the above chart, and that while multiple mobz may fail their tests, only one (the one with the most models) will attempt to seize the loot - the rest have been scared off by da big boyz and get back to fighting as usual.
Ridin' in style
Drakka Goldteef must be attached to a unit of Nobz, Meganobz, or Flash Gitz, and cannot leave this unit unless it is destroyed, at which point he can attach to any other unit as per usual. In addition, Drakka Goldteef must take a Battlewagon as a dedicated transport for himself and the mob he is attached to - in the case of Nobz and MegaNobz, this replaces their own dedicated transport - and he and his unit must be deployed in the wagon. The Battlewagon cannot have a killkanon, but may have any other upgrades you wish.
*Cost Breakdown: Warboss (60), Mega Armour (40), Bosspole (5), Cybork (10), +3 Ammo Runts (their effects are incorporated into that of treasure runts) (9), Upgraded TL shoota to Snazzgun with Shootier and More Dakka upgrades (+15 for Snazzgun, +10 for upgrades), +3 Treasure Runts (41)
This message was edited 1 time. Last update was at 2013/03/16 23:05:22