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Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 Kain wrote:
Farsight's Warrior wrote:
Not when force weapons insta kill him



Automatically Appended Next Post:
Not when force weapons insta kill him

Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.

SitW as well so they are more likely to fail than without, don't forget.

 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 
   
Made in us
Troubled By Non-Compliant Worlds






in ur cumputer stealing ur internetz

Warpsmith Valadrak

WS5 BS6 S5 T6 W3 I5 A5 Ld10 Sv2+/5+
Wargear:
Warp-forged Fleshmetal- grants 2+/5+ armor save)
Warp-forged Mechatendrils- grants +3 attacks (already included in stats), and its wearer counts as being armed with a Warpfire Flamer(see below) and Warpcore Cannon(see below).
Warpfire Power Scourge
Frag Grenades
Krak Grenades
Meltabombs

Special Rules:
Master of Mechanisms
Champion of Chaos
Independent Character
Shatter Defences
Master of the Dark Mechanicus- all chaos vehicles have the daemonforge special rule, in addition, Havoks are now troop choices and Maulerfiends, Forgefiends and Defilers now occupy the elite slot as well as the heavy support squad and you may take one unit of oblitorators as a troop choice

Warpfire Flamer-Template S7 AP3 Assault 4 Soulburn, Torrent
Warpfire Melta- 48" S8 AP2 2 Heavy 1, Blast, Melta, Soulburn
Warpfire Scourge- S8 AP2 Melee, Flail, Soulburn, Cursed




 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Calas Typhon, First Captain

Horus Heresy: Betrayal

195 points

Type: Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W3 I5 A4 Ld10 Sv2+

Wargear: Cataphractii armor, hand flamer with chem munitions

Manreaper: A customised power scythe. Counts as a power scythe that also functions as a force weapon.

Options: May replace hand flamer with chem munitions with a reaper autocannon for 20 points

Special Rules: Independent Character, Master of the Legion (Death Guard), Rite of War (Pride of the Legion)

Psyker: Typhon is a Mastery Level 1 psyker, with access to the Lore of Biomancy. However, due to Mortarion's hate of witches, Typhon cannot cast any psychic powers if Mortarion is on the table.

Chosen of Nurgle: Typhon has Eternal Warrior (He isn't fated to die yet, Papa Nurgle has plans...)

Legendary Resilience: Typhon has the Stubborn and Feel No Pain USRs.

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in gb
Human Auxiliary to the Empire




Draigo's would be strength 10 against him
   
Made in gb
Ghastly Grave Guard



Uk

 Kain wrote:
Farsight's Warrior wrote:
Not when force weapons insta kill him



Automatically Appended Next Post:
Not when force weapons insta kill him

Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.

Two words: Dark Eldar.
   
Made in za
Fixture of Dakka




Temple Prime

BaconUprising wrote:
 Kain wrote:
Farsight's Warrior wrote:
Not when force weapons insta kill him



Automatically Appended Next Post:
Not when force weapons insta kill him

Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.

Two words: Dark Eldar.

Do the dark eldar even have force weapons? I think Iron Arm grants eternal warrior anyway.

This message was edited 1 time. Last update was at 2013/04/28 09:01:29


 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Proud Triarch Praetorian





 Kain wrote:
Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.
How about the Swarmlord?

Go go gadget, Mindshackle Scarabs!


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



Uk

 Kain wrote:
BaconUprising wrote:
 Kain wrote:
Farsight's Warrior wrote:
Not when force weapons insta kill him



Automatically Appended Next Post:
Not when force weapons insta kill him

Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.

Two words: Dark Eldar.

Do the dark eldar even have force weapons? I think Iron Arm grants eternal warrior anyway.

Not force weapons but think of the poison. You don't want to be a nid when 2+ poisoned splinters start flying around...
   
Made in gb
Lord of the Fleet






London

Aer 'La 'Kau, Blessed of the Ninth - 200 Points
One of Tzeench's blessed sorcerors, Aer 'La 'Kau, while being physically weak, possesses a gifted and dangerous mind. On the spire wars of Helisas did he swat a flock of Scourges about to topple the Legion Master from the tower, yet his quest to improve his psychic potential never ceases, hoping one day to dwarf the very gods with his mental physique.

WS2 BS4 S3 T3 W3 I2 A1 Ld10 Sv5+
Wargear
Force Staff
Blessed Sigil - Provides a 3+ Invulnerable save.

Special Rules
Fearless
Psyker - Mastery Level 3
Independant Character

Aer 'La 'Kau may choose any three powers from the Biomancy, Pyromancy, Tzeench or Telepathy disciplines. In addition, he has access to the following powers.

Protection of the All-Mighty
Warp Charge 2. This is a blessing with a range of 6". Choose a single friendly model within range. It's Invulnerable save is increased by +1 until the beginning of the Chaos player's next turn. Models without an Invulnerable save instead gain a 6+ save.

Soul Scry
Warp Charge - 1-3 (see below)
This is a malediction with a choice of profiles depending on how many Warp Charge points are used:
1 - Range 8" S4 Ap5 Assault D3
2 - Range 12" S6 Ap3 Assault D3+1
3 - Range 18" S8 Ap1 Assault D3+2
If the target survives the attack, they may immediatly roll on the Chaos Boon table, re-rolling any Spawnhood or Daemonic Ascension results. Grey Knight and Sisters of Battle models are unaffected by this rule.

This message was edited 1 time. Last update was at 2013/04/29 19:27:18


 
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

Why not just give him the warpflame rule on soul scry, would make it easier to manage for your opponent. Playing chaos nowadays requires a decent amount of record keeping, I don't you should make you opponent keep a list of boons for his characters, feel no pain from warpflame is much easier.
   
Made in gb
Ghastly Grave Guard



Uk

 ruricferrinwheel wrote:
Why not just give him the warpflame rule on soul scry, would make it easier to manage for your opponent. Playing chaos nowadays requires a decent amount of record keeping, I don't you should make you opponent keep a list of boons for his characters, feel no pain from warpflame is much easier.

Well that character is, if I'm not mistaken probably primarily meant for use is friendly matches where he knows the opponent. A friend is a lot less likely to care about having to note down a couple of boons on is unit.
   
Made in us
Shas'la with Pulse Carbine






Arizona

I came up with this guy years ago for that codex I posted to dakka. One of the guys at my FLGS was complaining about how you couldn't field an all Kroot Tau Army (duh, it's called the Tau, not the kroot) but that got me thinking about a tasty special character who actually was good in CC

Anghkor Prok 135pts
WS7 BS4 S4 T4(5) W3 I4 A4 I4 Ld10 Sv4+ 5++

Equipment:
Ancient Kroot Armor(improved toughness, 5++ save)
Legendary Gunblade
Anghkor Prok (knife)

Rules:
Fearless
Infiltrate
Stealth
Fleet (grants fleet to his retinue)
Legend of the Empire

Anghkor Prok (knife): Anghkor and his trusty knife (roughly translated as pain in the ass) earned their names after he stood his ground before a larger kroot, rather than move away. Against MC's Anghkor shows similar disdain. As such, he wounds all MC's (regardless of toughness) on a 4+ as he drives his knife through adamantium and ceremite and chitin to reach the soft flesh beneath.

Legend of the Empire: Anghkor Prok is the only Kroot allowed to lead tau armies. As such, he does not make fire warriors an elite choice if taken, and the army suffers no penalties should he fall in combat.

May take a bodyguard of up to 15 models consisting of any number of the following for their listed values
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in au
Been Around the Block




Zork the Immortal 36pts
Wargear choppa, slugga, shoota, frag grenades, alot of blue paint
Special Rules furious charge, mob rule, just to lucky he always get 6's when he rolls dice. i.e he always rolls 6+ on his cover save, rolls to hit, roll to wound, run.
WS 4
BS 2
S 4
T 4
W 1
I 2
A 2
Ld 11
Sv 6+



Automatically Appended Next Post:
 dbsamurai wrote:
I came up with this guy years ago for that codex I posted to dakka. One of the guys at my FLGS was complaining about how you couldn't field an all Kroot Tau Army (duh, it's called the Tau, not the kroot) but that got me thinking about a tasty special character who actually was good in CC

Anghkor Prok 135pts
WS7 BS4 S4 T4(5) W3 I4 A4 I4 Ld10 Sv4+ 5++

Equipment:
Ancient Kroot Armor(improved toughness, 5++ save)
Legendary Gunblade
Anghkor Prok (knife)

Rules:
Fearless
Infiltrate
Stealth
Fleet (grants fleet to his retinue)
Legend of the Empire

Anghkor Prok (knife): Anghkor and his trusty knife (roughly translated as pain in the ass) earned their names after he stood his ground before a larger kroot, rather than move away. Against MC's Anghkor shows similar disdain. As such, he wounds all MC's (regardless of toughness) on a 4+ as he drives his knife through adamantium and ceremite and chitin to reach the soft flesh beneath.

Legend of the Empire: Anghkor Prok is the only Kroot allowed to lead tau armies. As such, he does not make fire warriors an elite choice if taken, and the army suffers no penalties should he fall in combat.

May take a bodyguard of up to 15 models consisting of any number of the following for their listed values
Kroot Hounds 4pts/model WS4 BS0 S4 T4 W1 I5 LD 7 SV 5+ infiltrators, stealth
Kroot Carnivores 6pts/model WS4 BS3 S4 T3 W1 I4 LD 7 SV 5+ armed with a kroot gunblade, infiltrators, stealth
Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+ armed with Kroot Fhat'leckta (S6 Ap5 Rg 36" Assault 1),infiltrators, units loses stealth


I like everything other then the Krootox 15pts/model WS4 BS3 S6 T3(5) W2 I2 LD 7 SV 5+
That would be better as the own unit in HS and they need to be 25pts not 15pts.

also you should think about a swarm modle to. something like WS5 BS0 S2 T2 W4 I5 A2 LD 10 SV - eternal warrior Kroot Lemmings 9pts

This message was edited 1 time. Last update was at 2013/05/01 04:56:21


 
   
Made in us
Shas'la with Pulse Carbine






Arizona

I've honestly never really understood the appeal of the krootox because the concept seems like it would work far better as an MC...but Kroot already have that.

And I can't really see the use of a swarm unit when the kroothounds would fill a similar roll as close combat min/maxers...

DC:90S++G+M+B++I+Pw40k05#-D++A++/areWD-R+++T(P)DM+
Power Rangers Fandex, CC welcome  
   
Made in us
Thrall Wizard of Tzeentch



Baltimore, MD

(Eldar - HQ choice)
Crone Council 310 pts 

Unit composition 1 High Crone and 4 Crone Seers

Crone Seer - WS 5/ BS 5/ S 3/ T 3/ W 1/ I 5/ A 1/ Ld 10 / Sv 4++ Infantry (Character)
High Crone - WS 5/ BS 5/ S 3/ T 3/ W 3/ I 5/ A 1/ Ld 10 / Sv 4++ Infantry (Character)

Equipment: Ghosthelm, Shuriken pistol, Witchblade, Rune Armour, Runes of Witnessing (High Crone only), Runes of Warding (High Crone only)

Special Rules: Sisterhood of Psykers (Mastery Level 4), Hatred (Chaos)

Psyker – The Crone Council generates powers from the Telepathy and Divination disciplines.

Visions of Fate – The Crone Council ritualistically blinds themselves in honor of the Crone Goddess and cannot see via normal methods. Instead the Council perceives the battlefield through visions of what is yet to come. The Crone Council may reroll all failed saves.

Matrons of Morhai Heg - In a primary a primary detachment that includes the Crone Council, units of howling banshees are troops instead of elite choices.

Discoverer of Secrets – The Crone Council leads Craftworld Iybraesil in their search of secrets and are masters of noticing the unseen. All units in an army containing the Crone Council are considered to have line of sight to enemy infiltrating units regardless of whether they do or not for purposes of determining how close an infiltrating unit can be placed.
   
Made in us
Elite Tyranid Warrior





R'lyeh

Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S3 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF
Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"

spoiler is just the quick fluff. Not sure about pricing on him

Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in gb
Ghastly Grave Guard



Uk

 Hive Fleet Lazarus wrote:
Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S3 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF
Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"

spoiler is just the quick fluff. Not sure about pricing on him

Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.
he seems very underpriced
   
Made in us
Elite Tyranid Warrior





R'lyeh

BaconUprising wrote:
 Hive Fleet Lazarus wrote:
Shadow Guard Captain Elistrin Mallik-145
WS5 BS6 S4 T4 W3 I6 A3 Ld10 Sv2+
First Company Power Armour, Shadow Ops Jump pack, Power Fist, Boltgun w/ Special Issue Ammo
ATSKNF
Independent Character
First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"

spoiler is just the quick fluff. Not sure about pricing on him

Spoiler:
The Shadow Guard first company differ from the first companies of most marine chapters as their veterans are not granted artifacts such as terminator armour but instead newer innovation such as advanced jump packs and quieter color altering power armour. Trained in infiltration and ambush, the members of the first company are broken into much smaller teams in support of the rest of their chapter. Captain Elistrin is no exception as rose to first company after ambushing and eliminating a returning dark eldar raiding party after his own squad was killed. Since then he has lead teams across the sector in support of the imperium in any way possible, from intel gathering to sabatoge.
he seems very underpriced


I figured as much
redone pricing,(now awake!) using BA codex-235 pts
Spoiler:
100 base
+1I +5
power fist+25
jump pack+25
jump pack range increase+10
artificer+15
stealth+10
shrouded+10
+ignores nightfighting/blind+25
special issue ammo+10
wow I was really off on the pricing



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






This was a character I made back in 5th edition and never really bothered to update.

Character: Gun Drone Serial Number AR-TMS

Background: Gun Drone AR-TMS (Artemis) was discovered on a frozen world in the outskirts of Tau controlled space that was trying to hold back a Tyranid invasion. Artemis appeared from the frozen wastelands with a unit color and markings unidentified by existing Tau forces and appearing to be suffering significant damage. Despite the damage, Artemis joined the battle. Activating several drones and leading them to defend vital extraction points as Tau forces began their retreat. Forced to abandon their surprising savior, the Tau forces managed to successfully fall back as Artemis and it's fellow drones held the line and in doing so saved many lives. Word spread of the mysterious drone as a local legend, and soon other outposts throughout the empire began reporting of similar sighting of a lone gun drone leading others through battle, always coming to the aid of those in dire need and controlling drones beyond current specifications.

Cost 30 point upgrade for one gun drone unit.
Makes the unit count as a scoring.
Comes equiped with Drone Controller and twin-linked Pulse Carbine.
WS BS -S --T- W I A LD AS
2 - - 3 -- 3 - 4--1-4-1--9-- 4+

I'm expecting an Imperial Knights supplement dedicated to GW's loyalist apologetics. Codex: White Knights "In the grim dark future, everything is fine."

"The argument is that we have to do this or we will, bit by bit,
lose everything that we hold dear, everything that keeps the business going. Our crops will wither, our children will die piteous
deaths and the sun will be swept from the sky."
-Tom Kirby 
   
Made in us
Liche Priest Hierophant






So it's a Tau version of Old One Eye?

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

If yer an Ork, why dont ya WAAAGH!!

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





It's a Tau version of old one eye and also every good special character. It is the first good tau special character. Well Farsight is not exactly boring. It is the second good Tau special character.

It's a good story and the rules could be in a magazine called "Good."

 Hive Fleet Lazarus wrote:

First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
.

This has so many problems. It's a list of bonuses that don't tell a story and are not even appropriate, because what would you do to make a character that is even stealthier? It would require the invention of shrouded+

He also has i6.


Shadow Guard Captain Elistrin Mallik-165
WS5 BS6 S3 T4 W3 I5 A3 Ld10 Sv2+
Artificer Armour, Iron Halo Jump pack, Power Fist, Boltgun, Special Issue Ammo, cluster mines
ATSKNF
Independent Character
Acute senses

Hidden Hand: Elistrin Mallik may choose to out flank, however, he does not enter from a table edge. Instead, he treats a terrain piece chosen during deployment by the controlling player as one table edge, and a terrain piece chosen by the opposing player as the other.

This message was edited 1 time. Last update was at 2013/05/04 02:27:47


 
   
Made in us
Lesser Daemon of Chaos





Chaos Warp Assassin

(Just a little something I dreamed up)

Fluff
Although they often prefer a more direct route to disposing of enemy leaders, Champions of Chaos sometimes call on the stealthy Warp Assassins, these former Space Marine Scouts have been twisted beyond all reason into murderous but meticulous killing machines, although unstable due to their connection to the warp these lone killers are highly prized to Chaos Champions and the Dark Gods.

WS-7
BS-7
S-4
T-4
W-2
I-7
A-3
LD-10
SV-2+4++
Points-175

Unit Composition- 1 Assassin (Elite, Max one per 2000pts)

Equipment-Warp Tainted Extermus Rifle, Blade of Ruin, Bolt Pistol, Frag and Krak Grenades

Special Rules- Warp Linked, Perfect Focus, Honorless

Warp Tainted Extermus Rifle
Range-40"
S-5
AP-
Sniper 2

Blade of Ruin- A special dagger or sword that is given a dark ritual to kill a specific target, before battle nominate one enemy HQ or IC, the Blade of Ruin counts as AP-2 Weapon that causes Instant Death to that unit all other times use the same profile as a plague knife, however roll d3+2 to determine the number of attacks in close combat

Warp Linked- The Assassin is able to glide in and out of the warp seemingly at will, The Assassin always moves 2D6 per term, however a roll of Two 1s removes the model from play (as the warp swallowed him up)

Perfect Focus- The Assassin is immune to the chaos of war around him, he never takes any pinning tests and counts as fearless

Honorless- Assassins have no honor, they may always refuse to accept a challenge, furthermore if the player wishes they may attempt to break from combat, roll a D6 on a 4+ the assassin masterfully escapes (move 8" in any direction away from combat), on a roll of 1 the assassin is caught and takes a wound with no armor save allowed.

This message was edited 1 time. Last update was at 2013/05/04 02:11:34


"I prayed to that corpse for a millenia with no response, what makes you think he'll answer you?"
2000 Loki Snaketongue and the Serpents of Malice  
   
Made in gb
Ichor-Dripping Talos Monstrosity






Savageconvoy wrote:This was a character I made back in 5th edition and never really bothered to update.

Character: Gun Drone Serial Number AR-TMS

Background: Gun Drone AR-TMS (Artemis) was discovered on a frozen world in the outskirts of Tau controlled space that was trying to hold back a Tyranid invasion. Artemis appeared from the frozen wastelands with a unit color and markings unidentified by existing Tau forces and appearing to be suffering significant damage. Despite the damage, Artemis joined the battle. Activating several drones and leading them to defend vital extraction points as Tau forces began their retreat. Forced to abandon their surprising savior, the Tau forces managed to successfully fall back as Artemis and it's fellow drones held the line and in doing so saved many lives. Word spread of the mysterious drone as a local legend, and soon other outposts throughout the empire began reporting of similar sighting of a lone gun drone leading others through battle, always coming to the aid of those in dire need and controlling drones beyond current specifications.

Cost 30 point upgrade for one gun drone unit.
Makes the unit count as a scoring.
Comes equiped with Drone Controller and twin-linked Pulse Carbine.
WS BS -S --T- W I A LD AS
2 - - 3 -- 3 - 4--1-4-1--9-- 4+


Ah, Good old AR-TMS, still got him - and I'll be updating my version I did to 6th at some point....
But didn't you have special rules for it too? (I'm sure it did, and I just expanded on it...?)

pelicaniforce wrote:It's a Tau version of old one eye and also every good special character. It is the first good tau special character. Well Farsight is not exactly boring. It is the second good Tau special character.

It's a good story and the rules could be in a magazine called "Good."

xD It's certainly pretty good.

This is my version, used with permission of Savage:
Spoiler:
BG: The Drone AR-TMS was first seen in the wastes of a frozen world on the outskirts of Tau space that was beset by a Tyranid invasion. During a long and bloody battle to allow the evacuation of the fledgling colony of the world, AR-TMS appeared through the blizzards covering the battlefield, bearing colours and markings not used by established Tau forces and appearing to have sustained significant damage.

Despite the extensive damage, AR-TMS joined the fray, re-activating several damaged or abandoned drones leading them to defend Tau forces as they began their retreat, fending off the endless tide of Tyranids long enough for the evacuation to be completed. Forced to abandon their mysterious saviour, reports from pilots in the last flights into orbit say that the fire fight still raged on the tundra below, AR-TMS and its army of drones continuing to hold the line.

Tales spread of the strange drone as a local myth and legend. Rumours say there was a secret earth caste laboratory hidden on that world under the ice, creating new AI and drone technology. Soon other outposts throughout the empire began reporting similar stories of a lone, damaged drone, flying strange colours, endlessly leading fellow drones against insurmountable odds, coming to the aid of those in the empire in dire need and controlling drones beyond any current specifications, vanishing when its task is complete, with no trace of it having ever been found afterwards.

FO: Troops
Squad: Drone System AR-TMS
0-1
Unit: AR-TMS, Points Per: 40, Models: 1*, Unit Type: Jump Infantry (Jet Pack), WS-2, BS-2(3), S-3, T-3, W-2, I-4, A-1, Ld-9, Sv-4+.
Wargear:
Pulse Rifle
Pulse Carbine
Experimental Control Device
( ECD: Multi-Tracker )
( ECD: Targeting Array )
Special Rules:
( JI(JP): Deep Strike )
( ECD: Deus ex Machina )

Gun Drone, Points Per: 12, Models: 4-9
Shield Drone, Points Per: 15, Models: 0-2
Marker Drone, Points Per: 20, Models: 0-2
Sniper Drone, Points Per: 20, Models: 0-3

Experimental Control Device:
The Experimental Control Device is a unique piece of technology that allows the AR-TMS unit to repair, revive and control itself and other Drones, it incorporates a Multi-Tracker and Targeting Array, as well as confers the Deus ex Machina rule.

Deux ex Machina:
Through mysterious technologies the AR-TMS unit is able to repair and revive both itself and other drones that have been severely damaged back up to working status. Rarely more than ‘hot fixes’ that simply keep the devices moving and shooting, the battered casings moving ever onwards, driven by an unknown purpose.

At the beginning of each turn, before the Movement Phase, roll a D6 for each Drone of any type destroyed within 12” of the AR-TMS unit during the previous turn. On a roll of a 6 that Drone is revived with 1 wound, its Unit Type is changed to ‘Jump Infantry (Jet Pack)’ and it is added to AR-TMS’s squad.

If the AR-TMS unit is destroyed, place the model on its side. At the end of the turn roll a D6. On a roll of 5+ it gets back up with 1 wound. If it is within 6” of its previous unit, it rejoins that unit. Otherwise it becomes a new unit. (This new unit counts as an additional Kill Point if destroyed.)

Bringing to 6th, it'll be a HQ instead of a 'sarge' type unit, with an optional retinue.

   
Made in us
Elite Tyranid Warrior





R'lyeh

pelicaniforce wrote:
 Hive Fleet Lazarus wrote:

First Company Power Armour-grants Stealth and Shrouded special rules, a 2+ armour save and ignores night fighting and blind
Shadow Ops Jump Pack-Identical to a normal jump pack, except the range has been increased to 16"
.

This has so many problems. It's a list of bonuses that don't tell a story and are not even appropriate, because what would you do to make a character that is even stealthier? It would require the invention of shrouded+

He also has i6.


Shadow Guard Captain Elistrin Mallik-165
WS5 BS6 S3 T4 W3 I5 A3 Ld10 Sv2+
Artificer Armour, Iron Halo Jump pack, Power Fist, Boltgun, Special Issue Ammo, cluster mines
ATSKNF
Independent Character
Acute senses

Hidden Hand: Elistrin Mallik may choose to out flank, however, he does not enter from a table edge. Instead, he treats a terrain piece chosen during deployment by the controlling player as one table edge, and a terrain piece chosen by the opposing player as the other.



I didn't think the character had that many problems. Admittedly the fluff is crap but it was mostly something written just to give an idea of why the rules were there. I really like the hidden hand rule, I think its could work very well. The reason for no iron halo was I wanted him to rely more on cover and surrounding then his armour to survive.
Thank you for the help and please keep it coming. I still need work on designing characters that actually make some sense

Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
 
   
Made in au
Alluring Mounted Daemonette





Melbourne

Lord Zelikthos, Night Lord Legion

185 points

Type: Jump Infantry (character)

Composition: 1 (unique)

WS6 BS5 S4 T4 W3 I6 A3 Ld10 Sv3+

Wargear: power armor, jump pack, frag and krak grenades, bolt pistol

Iceshard: This is a power lance that gives +2 Strength and AP2 on the charge rather than +1 Strength and AP3

Special Rules: Independent Character, Daemonic, Fearless

Raptor Lord: Has Hit and Run, granted to any unit he joins. Raptors are troops.

Glory to the Twelfth! Glory to Angron!

‎"Because we couldn’t be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World Eaters were not that weapon. We’ve all drawn blades purely for the sake of shedding blood, and we’ve all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher’s Nails buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every whim. But a wolf doesn’t behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."

—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions 
   
Made in gb
Ghastly Grave Guard



Uk

Commander Puretide: Commander Puretides life of military leadership first began when the Tau world of Auros Korr was beseiged by a gigantic ork Waaagh!.

When the ork fleet burst into the atmosphere the tau air defences where swiftly overwhelmed. After months of constant trench warfare and bloody seiges, the orks forced their way deep into the planets tropical continents. By this tme much of the Tau high command had been slain and overall command fell to a young Shas'O- Commander O'Kaires. An inspiring field commander of great repute among the Tau military.

As the orks attacked the sprawling Tau cities and their high defensive walls. O'Kaires met them head on in aggressive maneuvers, leading each new attack himself. At Maur'kav O'kaires blew apart a squadron of ork dreadnoughts and single handedly disembowled a howling mob of Orks. At Aukeres the commanders fusion blaster annihalated an Ork stomper before he himslef restled the leader of the hordes to the ground and chopped him to pieces.

Through O'Kaires and his valiant forces hard efforts, the orks were driven back to thier ships where the commander and his personal bodyguard lauched daring raids into their hulls. Never eating, never sleeping unitl his people were safe, O'Kaires pushed on until the last ship lay as a smoking husk and the Warlord of the savage horde lay headless in the tropical jungles.

With this victory O'Kaires was given the title "Puretide" and recognised as one of the Tau's most valuable generals.

WS-4
BS-5
S-4
T-4/5
W-3
I-5
A-3
LD-10
SV-2+


Equipment: Cyclic ion rifle, Fusion blaster, Iridium armour, Vectored retro-thrusters, The Be'gel blade

Cyclic ion rifle- an experimental new weapon forged exclusively for Commander Puretides unique XV 83 battlesuit., its uses have yet to be realised across the the tau military-specilised primarily to mow down hordes of charging greenskins : STR-5 AP-4 (Heavy 8)

The Be'gel blade: A razor edged mirrored blade, magna-clamped to Puretides battlesuit. The Beg'el blade, when clutched in Puretides grip, has cut short many a greenskin life: +1STR AP-3 additionally against any model in Codex Orks Purtide rerolls to hit

Special Rules: Warlord Trait- Hold the line!, Hatred Orks

Hold the line!: Any unit that Puretide is in may fire both of their weapons instead of the normal one during overwatch they may also do so at BS2
May take up to 7 bodyguards (see commander farsight) and 0-2 Marker drones, 0-4 shield drones each for 16 points.

what do you think? what cost?
PS notice not a single home made ap-2 weapon

This message was edited 3 times. Last update was at 2013/05/04 23:20:56


 
   
Made in us
Fireknife Shas'el





United States

BaconUprising wrote:
Commander Puretide: Commander Puretides life of military leadership first began when the Tau world of Auros Korr was beseiged by a gigantic ork Waaagh!.

When the ork fleet burst into the atmosphere the tau air defences where swiftly overwhelmed. After months of constant trench warfare and bloody seiges, the orks forced their way deep into the planets tropical continents. By this tme much of the Tau high command had been slain and overall command fell to a young Shas'O- Commander O'Kaires. An inspiring field commander of great repute among the Tau military.

As the orks attacked the sprawling Tau cities and their high defensive walls. O'Kaires met them head on in aggressive maneuvers, leading each new attack himself. At Maur'kav O'kaires blew apart a squadron of ork dreadnoughts and single handedly disembowled a howling mob of Orks. At Aukeres the commanders fusion blaster annihalated an Ork stomper before he himslef restled the leader of the hordes to the ground and chopped him to pieces.

Through O'Kaires and his valiant forces hard efforts, the orks were driven back to thier ships where the commander and his personal bodyguard lauched daring raids into their hulls. Never eating, never sleeping unitl his people were safe, O'Kaires pushed on until the last ship lay as a smoking husk and the Warlord of the savage horde lay headless in the tropical jungles.

With this victory O'Kaires was given the title "Puretide" and recognised as one of the Tau's most valuable generals.

WS-4
BS-5
S-4
T-4/5
W-3
I-5
A-3
LD-10
SV-2+


Equipment: Cyclic ion rifle, Fusion blaster, Iridium armour, Vectored retro-thrusters, The Be'gel blade

Cyclic ion rifle- an experimental new weapon forged exclusively for Commander Puretides unique XV 83 battlesuit., its uses have yet to be realised across the the tau military-specilised primarily to mow down hordes of charging greenskins : STR-5 AP-4 (Heavy 8)

The Be'gel blade: A razor edged mirrored blade, magna-clamped to Puretides battlesuit. The Beg'el blade, when clutched in Puretides grip, has cut short many a greenskin life: +1STR AP-3 additionally against any model in Codex Orks Purtide rerolls to hit

Special Rules: Warlord Trait- Hold the line!, Hatred Orks

Hold the line!: Any unit that Puretide is in may fire all of their weapons when in overwatch additionally these may be fired at I-2

May take up to 7 bodyguards (see commander farsight) and 0-2 Marker drones, 0-4 shield drones each for 16 points.

what do you think? what cost?
PS notice not a single home made ap-2 weapon
Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

 McNinja wrote:
Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?

I agree with McNinja, he should have an armywide strategic buff for warlord trait, like +1 to reserves or all units may infiltrate or such.
I also agree with Hold the Line! you said they fire at I2 but im sure you meant BS 2 on the snap-fire. If im incorrect and they get to shoot at I2 in melee I imagine them swinging rifles as tall as they are and just blasting away on full-auto before its cut in half with a chainsaw sword

This message was edited 1 time. Last update was at 2013/05/04 23:15:47


 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 
   
Made in gb
Ghastly Grave Guard



Uk

Sorry about that. I wasn't really focusing when I did this. Also I don't actually have a tau book so I wasn't sure what they cost.
The hold the line rule basically works like this: when puretide and his unit are over watching they can fire all of their weapons not just one of them. They also fire them BS2 not BS1. Any more clear?


Automatically Appended Next Post:
Thatguyhsagun wrote:
 McNinja wrote:
Puretide is a strategic genius. I see none of that here. Also, why the drone point increase? Also, hold the line is vague. Do they get to fire their weapons in cc?

I agree with McNinja, he should have an armywide strategic buff for warlord trait, like +1 to reserves or all units may infiltrate or such.
I also agree with Hold the Line! you said they fire at I2 but im sure you meant BS 2 on the snap-fire. If im incorrect and they get to shoot at I2 in melee I imagine them swinging rifles as tall as they are and just blasting away on full-auto before its cut in half with a chainsaw sword

Oh god I'm so stupid! Why am I saying Initiative 2!?


Automatically Appended Next Post:
I made him mainly to go in the farsight bomb in place of farsighted himself. But I like his fluff I might struggle to find a rule to put in there.


Automatically Appended Next Post:
Wow that's really wierd I just typed in commander puretide and there is already a tau called that and he fought orks as well. Hmmm may have to rethink the name... Any ideas?

This message was edited 4 times. Last update was at 2013/05/04 23:27:51


 
   
Made in us
Homicidal Veteran Blood Angel Assault Marine



north of nowhere

BaconUprising wrote:


Automatically Appended Next Post:
Wow that's really wierd I just typed in commander puretide and there is already a tau called that and he fought orks as well. Hmmm may have to rethink the name... Any ideas?

You didn't know about Puretide? well that explains it
as far as names go, im not too good with tau terms, but Shas'o (suitable tau name) that translates into "Kapin Blastaz" in ork

 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 
   
 
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