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![[Post New]](/s/i/i.gif) 2013/05/30 22:03:36
Subject: Re:Your Own Unique characters in 40K
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Rough Rider with Boomstick
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Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+
Unit Type Jump Infantry
Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh
Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living
Points: 200-250? Open to opinion on this
Fluff/Background
Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.
Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.
Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.
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![[Post New]](/s/i/i.gif) 2013/05/30 22:10:40
Subject: Re:Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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dementedwombat wrote:I had an idea for a character once. It was actually two separate people that you bought as a single HQ choice (as in two characters bought together, each can go in a separate squad, etc). One guy was a really good sniper bodyguard for the other guy, who was a Imperial Guard inspiring general type guy.
The big gimmick was that whenever the general guy got into a challenge the sniper was allowed to shoot into the close combat with an automatic precision shot if he was in range. I also planned on the sniper's wounds causing instant death or something like that. The point was to have the general get into a challenge, and the opponent mysteriously gets shot in the head as the battle was about to start.
That's a good idea, I'd suggest the sniper cannot join a squad and is an infiltrator so that his objective is more specifically just guarding the officer.
But, he can shoot, automatically directly hit, and then confer instant death? That needs work, otherwise who would accept the challenge?
Maybe something, like, in addition to a wound if it hits, the enemy has Fear, but if it misses all of the enemies immediately charge abandoning the challenge... and gain a single initiative? That would add more a gamble, certainly
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We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:13:38
Subject: Re:Your Own Unique characters in 40K
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Longtime Dakkanaut
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What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head). The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges. I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.
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This message was edited 1 time. Last update was at 2013/05/30 22:15:04
Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!
BrianDavion wrote:Between the two of us... I think GW is assuming we the players are not complete idiots.
Rapidly on path to becoming the world's youngest bitter old man. |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:22:37
Subject: Re:Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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Mitranekh the Omniscient wrote:Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+
Unit Type Jump Infantry
Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh
Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living
Points: 200-250? Open to opinion on this
Fluff/Background
Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.
Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.
Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.
He's obviously made for CC, giving him jump pack (deep strike) makes him very dangerous as he won't have to climb to the back of a unit as a shield and run to the enemy's edge. He can also take a lot of damage, 3x t5 2+, I don't think eternal warrior helps that much as he's immune to most things upto a lascannon anyway, but it never hurts if he ever takes a challenge.
Can he fire both weapons or just 1 before charging? if he somehow fires both I'd go for around 300 points, if he can't 250 or just above seems good.
Cool idea Automatically Appended Next Post: dementedwombat wrote:What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).
The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.
I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.
Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not  )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?
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This message was edited 1 time. Last update was at 2013/05/30 22:27:27
We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/30 22:31:14
Subject: Re:Your Own Unique characters in 40K
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Rough Rider with Boomstick
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Lt. 'Tweek wrote: Mitranekh the Omniscient wrote:Triarch High Adjudicator Holinakh
WS5 BS5 S5 T5 W3 I2 A4 Ld10 Sv 2+
Unit Type Jump Infantry
Wargear;
Stave of the High Triarch; This ancient weapon has been passed to every High Adjudicator of the Triarch since the earliest days of the Necrontyr. It follows the design of the rod of covenant wielded by triarch praetorians, but it incorporates a far more powerful power source that can turn all but the strongest vehicles into smouldering wrecks. It counts as a power weapon at +1Str in melee but can shoot with the following profile;
Range 12" Str7 AP2 Assault 2 Armourbane
Purging Judgement; This modified gauntlet can be fired as a heavy flamer
Resurrection Orb
Phase Shifter
Sempiternal Weave
Helm of Adjudication; This confers the Eternal Warrior rule to Holinakh
Special Rules;
High Adjudicator; A single unit of Triarch Praetorians may be taken as a troops choice. As these Praetorians have travelled with Holinakh they have gained valuable knowledge of the lesser races, and so they have the PE USR
Preferred Enemy (All)
Fearless
Reanimation Protocols
Ever-Living
Points: 200-250? Open to opinion on this
Fluff/Background
Holinakh was a high ranking Triarch Praetorian at the time of the Great Sleep. With the Triarch dead and the Silent King gone, the remaining Praetorians elected Holinakh to stand as their leader until such a time as the Silent King returned and the Necron dynasties were returned to dominance. He took a phalanx of his most trusted Praetorians, known as the Keepers of the Covenant, as his guard before dispersing the remainder on their eternal quest to re-unite the dynasties.
Holinakh has travelled the length of the galaxy, searching out Tomb Worlds and re-awakening them, always remaining with them until other Praetorians can be assigned to them. He is currently stationed on the world of Trivocarus, crownworld of the Kharunokh dynasty.
Holinakh met with the Silent King very briefly upon his return to the galaxy. Szareh gave his blessing to the decision of the Praetorians, and presented the now official High Adjudicator with the symbols of office, the Stave of the High Triarch and the Helm of Adjudication.
He's obviously made for CC, giving him jump pack (deep strike) makes him very dangerous as he won't have to climb to the back of a unit as a shield and run to the enemy's edge. He can also take a lot of damage, 3x t5 2+, I don't think eternal warrior helps that much as he's immune to most things upto a lascannon anyway, but it never hurts if he ever takes a challenge.
Can he fire both weapons or just 1 before charging? if he somehow fires both I'd go for around 300 points, if he can't 250 or just above seems good.
Cool idea
Only the one, depend's on the opposition. Made a model from a spae overlord/imotekh/TP kit (I'd made LG although having asked around they kinda suck, but thats another story) and thought "He looks cool, but there's nothing for him in the 'dex". So I made something. Thanks
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![[Post New]](/s/i/i.gif) 2013/05/30 22:38:07
Subject: Re:Your Own Unique characters in 40K
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Longtime Dakkanaut
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Lt. 'Tweek wrote:
Automatically Appended Next Post:
dementedwombat wrote:What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).
The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.
I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.
Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not  )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?
I could roll with that. I just think of him as a nice fluffy way for a squishy IG general to actually survive a challenge against things that aren't world shatteringly powerful. I don't really know much about guard, so I wouldn't even know where to start as far as giving the general some rules and costing the characters. I play Tau, but unfortunately this idea is about as against the Tau way of war as I can think if, so no luck there.
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Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!
BrianDavion wrote:Between the two of us... I think GW is assuming we the players are not complete idiots.
Rapidly on path to becoming the world's youngest bitter old man. |
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![[Post New]](/s/i/i.gif) 2013/05/30 23:12:58
Subject: Re:Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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dementedwombat wrote:Lt. 'Tweek wrote:
Automatically Appended Next Post:
dementedwombat wrote:What I meant was he was allowed to shoot into the close combat, and if he hit he would get an automatic precision shot to stop wound allocation shenanigans (just some rule that lets him hit the guy challenging his general in the head).
The "instant death" is pretty over the top, I just wanted a way to keep the squishy general alive and maybe even make him be successful in challenges.
I like your idea though. The "risky gamble" bit about being cheated is really flavorful and does balance out the extra capability.
Ah, I getcha'.
To be honest I think the GW rules for sniper rifles are silly, they should be at least S7 AP3, they're built for tearing through armour at high velocity, so what good's s3 against a tank?
Instant death would be nice for snipers fluff, but in general I think it's a little too much (depends if it's in my favour or not  )
So say he's BS4, on a 3+ you get a good advantage, a free wound and slower enemies - deal?
I could roll with that. I just think of him as a nice fluffy way for a squishy IG general to actually survive a challenge against things that aren't world shatteringly powerful. I don't really know much about guard, so I wouldn't even know where to start as far as giving the general some rules and costing the characters. I play Tau, but unfortunately this idea is about as against the Tau way of war as I can think if, so no luck there.
Well, IG commanding officers are generally fairly good (as puny humans go), as they're really toughened and experienced soldiers. Even creed, who's now an elderly fat man, is still pretty decent in a fight.
Commanders are suited for CC rather than ranged fights, I guess because they take the duty of issuing orders rather than shooting. Even sergeants aren't allowed a rifle.
A general would normally have a pistol and power weapon, probably a fist to compensate for the normal low strength. He'd also have a good few wounds, so he's not that weak, but if you can it's best to keep them out of combat so the sniper would help tip the odds against anything armoured
Automatically Appended Next Post: Oh, and special rules
For an IG HQ, the roundabout rule would be Senior Officer (err, how familiar with IG exactly are you? -- commanders can issue orders to lower ranked squads each turn... there's Junior (platoons), Senior (company), and Supreme (creed), varying the amounts of orders and radius of shouting range)
As for other rules it really varies on what expertise, M.O, or regiment they abide.
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This message was edited 1 time. Last update was at 2013/05/30 23:25:03
We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/30 23:49:01
Subject: Re:Your Own Unique characters in 40K
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Longtime Dakkanaut
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I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).
Ok, so for the general we're looking at something like:
WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)
war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++
He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.
And the sniper gets:
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.
with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)
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Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!
BrianDavion wrote:Between the two of us... I think GW is assuming we the players are not complete idiots.
Rapidly on path to becoming the world's youngest bitter old man. |
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![[Post New]](/s/i/i.gif) 2013/05/31 00:09:27
Subject: Re:Your Own Unique characters in 40K
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Fireknife Shas'el
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The Ice Reavers Chapter of Space Marines A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way. Fourth Company Captain Killus Alotys....................180 The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation. . .......................WS BS..S..T..W...I...A...Ld...Sv Killus Alotys...6.....5...4..5...3...5..3...10...3+ [Unit Type]: Infantry [Composition]: 1 (Unique) [Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo [Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule. Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules. [Warlord Trait]: Killus Alotys and his unit have the Crusader rule. I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.
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This message was edited 1 time. Last update was at 2013/05/31 00:13:53
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![[Post New]](/s/i/i.gif) 2013/05/31 00:16:00
Subject: Re:Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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dementedwombat wrote:I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).
Ok, so for the general we're looking at something like:
WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)
war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++
He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.
And the sniper gets:
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.
with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)
That's looking good, I'd certainly say 3 wounds max, he is only human
Could throw a Rosarius in and give him some sort of religious emblem, 4+ 4++ isn't too extreme either way, but if he's in a CCS with medi pack he'll always have 4+ 5++ FNP
IG definitely have camo cloaks, but models that have them (including my own) are more ghillie suit than cloak, and seeing as we're making the rules, shrouded is more appropriate as it's 5+ in the open. Automatically Appended Next Post: McNinja wrote:The Ice Reavers Chapter of Space Marines
A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way.
Fourth Company Captain Killus Alotys....................180
The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation.
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....................... WS BS..S..T..W...I...A... Ld... Sv
Killus Alotys...6.....5...4..5...3...5..3...10...3+
[Unit Type]: Infantry
[Composition]: 1 (Unique)
[Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo
[Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics
The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule.
Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules.
[Warlord Trait]: Killus Alotys and his unit have the Crusader rule.
I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.
Great stuff!
The character seems quite round about, albeit a tiny bit cheap
I'm guessing the chapter tactics are optional? They seem compulsary above, and if they are optional would an entire squad have to do it or just select models?
Wouldn't mind going 5 bolters and 5 duel chainswords in a squad but if they are all CC they would have quite a disadvantage. and +100 points a squad is a lot even if they do get buffs, at 240p for a CC squad it would be more effective to field termies with 2+ 3++
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This message was edited 1 time. Last update was at 2013/05/31 00:26:14
We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/31 00:39:35
Subject: Re:Your Own Unique characters in 40K
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Longtime Dakkanaut
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Right, guardsman leaders come with a retinue. That would preclude him from joining a squad of guardsmen then? I just envision him at the front of a giant blob of guardsmen making them fearless in an assault while tying up the opponent's special character as the sniper pecks away at him.
Also, for points cost, I know in the Tau book that all the "second tier" special characters are just priced at 100 pts. Would that be a good place to start for this guy?
Thanks for the help and advice by the way. It's darn decent of you.
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Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!
BrianDavion wrote:Between the two of us... I think GW is assuming we the players are not complete idiots.
Rapidly on path to becoming the world's youngest bitter old man. |
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![[Post New]](/s/i/i.gif) 2013/05/31 00:49:24
Subject: Re:Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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dementedwombat wrote:Right, guardsman leaders come with a retinue. That would preclude him from joining a squad of guardsmen then? I just envision him at the front of a giant blob of guardsmen making them fearless in an assault while tying up the opponent's special character as the sniper pecks away at him.
Also, for points cost, I know in the Tau book that all the "second tier" special characters are just priced at 100 pts. Would that be a good place to start for this guy?
Thanks for the help and advice by the way. It's darn decent of you.
I'd say you have two routes:
Take the general as a CCS commander replacement, for about 100 points, and then the sniper could be taken as a specialist bodyguard regimental adviser (same way as nork dedogg) - maybe a tie-in rule where they have to both be in the same squad, or the bodyguard can only be taken in the squad the general's in.
This way the command squad will be isolated
Alternatively, make them a single seperate HQ choice, so the general is an independent character that can join any other unit (like a combined-infantry squad of about 30 guardsmen, which is what I infer you mean)
I think 190/200 points for the pair is a good price
It's just my enthusiastic newbyism, glad to help
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We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/31 01:45:21
Subject: Re:Your Own Unique characters in 40K
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Elite Tyranid Warrior
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dementedwombat wrote:I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway).
Ok, so for the general we're looking at something like:
WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace)
war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++
He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit.
And the sniper gets:
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds.
with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something)
I really like this pair of characters. Very interesting idea. the only problem I might see, and its miniscule, is the fact that he fires at the same time of hammer of wrath attacks, which might be a probelm depending on the opponent. Again it may not be a major problem but I think that possibly a rule that allows the sniper to fire into the challenge before any and all blows are struck. Its a small problem and might overcomplicate things a bit but I think it would improve the transfer of the idea to the character.
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Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
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![[Post New]](/s/i/i.gif) 2013/05/31 04:44:29
Subject: Re:Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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Lt. 'Tweek wrote: Kain wrote:Dem'Orcus for 6e.
Dem'Orcus Gor'zzt, Duke of the dead
Type: Jump infantry
Cost: 575
WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 4+ 5++ FNP
Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead
Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll ones to hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. May either be used in power maul, power sword, or power axe mode.
Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 4+ save, and it additionally bends light around him, granting him the stealth and shrouded special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.
Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.
The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+
Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.
Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, counter attack, independent character
Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.
Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart, four in double FOC games, three if you are bringing allies, or six if you are both playing a double FOC game and bringing allies. You must still pay points (6 each) for them. Zombies do not score.
Fluff:
Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.
He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.
He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.
When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.
The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.
But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.
Automatically Appended Next Post:
I have a feeling that Dem'Orcus may be heinously overcosted.
Nice character, well, actually quite a vile being, but a nice idea
I was planning on saying he has wayyy too many attacks, at even base strength. However, there are a lot of recoil on all of his rules, so I think they counteract it well
It looks like there's going to be a lot of back and forth-ing with his wounds. I'd say it looks like it could be a big gamble at times. (triple damage on template weapons? I'm sure any squad packed with flamers would damage that.) Then again, in retaliation he can really dish it out.
I agree on the points, especially considering how it could go sour with a few unlucky saves. 400 max?
He would really spearhead a force!
Alright, I think that's fair.
BaconUprising wrote:I really love these characters, how many more are you going to make? And yes, yes he is heinously over costed. I mean he's twice the price of Abbadon! 450 points? Maybe less...
Lots, I have an entire region of the galaxy to populate.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/31 05:42:21
Subject: Re:Your Own Unique characters in 40K
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Fireknife Shas'el
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Lt. 'Tweek wrote:
McNinja wrote:The Ice Reavers Chapter of Space Marines
A relatively standard codex chapter, the Ice Reavers made their mark during the battle of Levia II, where the fourth company in its entirety descended and annihilated a vast portion of the attacking Tyranid Swarm. Their preference for chain weaponry lacks the same finesse as the Power weapons that other chapters use, but the Ice Reavers make up for it by being incredibly skilled, knowing or figuring out an enemy’s weak points and striking where it hurts most. Their tactics generally do not factor in long-range weaponry, instead favoring repeated and rapid attacks on multiple weak point until those points are either reinforced or give way.
Fourth Company Captain Killus Alotys....................180
The Chapter Master of the Ice Reavers is a hard man, made only harder by his insane ability to disregard pain, sustaining injuries that take normal Space Marines to their knees and keeping up the fight without hesitation.
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....................... WS BS..S..T..W...I...A... Ld... Sv
Killus Alotys...6.....5...4..5...3...5..3...10...3+
[Unit Type]: Infantry
[Composition]: 1 (Unique)
[Wargear]: Power Armor, Bolt Pistol, Eviscerator, Iron Halo
[Special Rules]: Independent Character, And They Shall Know No Fear, The Most Dangerous Game, Chapter Tactics
The Most Dangerous Game: Killus Alotys has killed and hunted nearly every creature in the galaxy. He has the Preferred Enemy (Everything) rule.
Chapter Tactics: The Ice Reavers specialize in two things: running and killing. They replace their Combat Tactics with the following Chapter Tactics: Each model increases its base cost by 10 points. They swap their standard weapons for one of the following: two Chainswords or a Heavy Chainsword. They also gain the Rending and Fleet rules.
[Warlord Trait]: Killus Alotys and his unit have the Crusader rule.
I'm not sure why, but I really wanted to make another The Most Dangerous Game reference.
Great stuff!
The character seems quite round about, albeit a tiny bit cheap
I'm guessing the chapter tactics are optional? They seem compulsary above, and if they are optional would an entire squad have to do it or just select models?
Wouldn't mind going 5 bolters and 5 duel chainswords in a squad but if they are all CC they would have quite a disadvantage. and +100 points a squad is a lot even if they do get buffs, at 240p for a CC squad it would be more effective to field termies with 2+ 3++
true. What should I add? I could just switch out the chain weapons for power weapons, but I didn't want to step and the toes of the GK. I could throw in shred to make them even more effective in combat.
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![[Post New]](/s/i/i.gif) 2013/05/31 07:47:48
Subject: Re:Your Own Unique characters in 40K
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Alluring Mounted Daemonette
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Urian
inspired by 'John Harrison' from Star Trek Into Darkness
Codex: Dark Eldar
Points: 295
Type: Infantry
Composition: 1 (unique)
WS8 BS7 S4 T4 W3 I7 A4 Ld10 Sv-
Wargear: 2 close combat weapons (fists)
Portable webway gate generator: This is a fist-sized object crafted of wraithbone. It creates a miniature webway gate at any point in the webway the bearer so desires. Urian can Deep Strike. If he does so, he does not scatter, and he may assault in the same turn, ignoring normal restrictions for deep striking. At the end of any turn in the game, Urian can opt to use the portal to flee the battlefield. Remove Urian from the tabletop immediately. He is considered killed, but no victory points are awarded, including First Blood.
Special Rules: Fearless, Furious Charge, Rampage, Relentless
Dodge: Urian has a 4+ invulnerable save. This is increased to 3+ in close combat.
Genetics: There are whispers that Urian was genetically enhanced to increase his combat prowess. Urian strikes at AP2 in close combat. He has the Armorbane and Smash USRs.
Precise Fighter: All of Urian's attacks are subject to the Precision Strike USR.
Anger and Hate: Once Urian is reduced to his last wound, he gains the Rage and Hatred USRs, and his Strength and Attacks both increase by 1.
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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 |
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![[Post New]](/s/i/i.gif) 2013/05/31 08:10:52
Subject: Re:Your Own Unique characters in 40K
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Rough Rider with Boomstick
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Seen as snipers seem to be the character getting the most talking about recently on here, thought I'd add a Deathmark character into the mix.
Grivokha, Champion Deathmark of the Kharunokh Dynasty
WS 4 BS 5 Str 4 T 4 W 2 I 2 A 2 Ld 10 Sv 3+
Unit Type Infantry
Wargear;
"Silence"; This synaptic disintegrator has been substantially modified by the Crypteks to incorporate a precision scope, a silencer and a stronger power core. It has the following profile
Range 36" Str 5 AP 3 Heavy 2, Rending, Pinning, Silenced, Precise
*Silenced; Pinning tests are taken with a -2Ld modifier to represent the enemy's inability to locate the shooter.
*Precise; All Grivokha's shots count as Precision Shots
Cloak of Mists; This chameoline cloak grants the Shrouded special rule to Grivokha, and enemies shooting at him have a -1 BS modifier (this modifier does not affect overwatch)
The Hunter's Gem; Discovered by Grivokha on the fringeworld of Chermona, this talisman projects a small forcefield around the wearer. Grivokha has a 5++ invulnerable save
Voidblade
Special Rules;
Reanimation Protocols
Ever Living
Hunters from Hyperspace
Ethereal Interception-If Grivokha arrives in this way, he is allowed a round of shooting at the terget he 'intercepted'.
Deep Strike
Shadow Stalkers; Grivokha allows a squad of Deathmarks to be taken as troops. These Deathmarks have all received extensive extra training from Grivokha, and so may be upgraded to BS 5 for 3pts per model
Points; 150-200 (open to opinion)
Fluff;
When biotransference was announced and the soul forges fired up, Grivokha and his Deathmarks were among the first to volunteer. They sensed the opportunity of immortality would grant them the chance to be the greatest shots in all the dynasties. Though their souls were lost to the C'tan, this was a boon as it removed all emotion from the kill, and they reaped a great tally during the War in Heaven. They were among the first to awaken amongst the Kharunokh Dynasty, and took advantage of their early awakening to further train and improve their weapons.
Grivokha is something of a maverick, in that he does not adhere to the protocols of Necron wargear. His extensively modified weapon is testament to this, and has landed him in hot water with the Triarch attached to the dynasty. However, it is so effective in the elimination of targets that the Kharunokh Phaeron Mitranekh has thus far turned a blind eye, although with the arrival of High Adjudicator Holinakh that may well change...
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![[Post New]](/s/i/i.gif) 2013/05/31 08:37:34
Subject: Re:Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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Kay-Yuss for 6e
I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.
Kay-yuss Atushkar, Lord of Atrocity.
600 points
Type: Infantry
WS8 BS5 S8 T6 W5(6) I6 A6 Ld10 Sv 2+ 4++ FNP
Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex
Atropus, a mighty two handed double scythe that counts as a two handed power weapon that hits with AP1, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a morale check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. It counts as two CCWs, granting a bonus attack and rage. During the shooting phase it can fire as the following.
S6 AP3 Assault 4, twinlinked, 4+ rending 36'
Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.
Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the stealth and shrouded special rules as well as a two plus armour save, for such is the strength of it's armour. It's field is combined with that of the Necrosis rex, thus the invulnerable save it gets is covered under such.
Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Relentless, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack.
Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.
Hatred (Eldar): Kay-Yuss gains the benefit of Hatred against any Eldar unit of any shape.
Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.
Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.
Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and forces a -1 penalty on enemy reserve rolls, and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule and may make one unit scoring when it would otherwise not be, even if it is a vehicle or monstrous creature. He may always attempt to seize the initiative on a 4+ except against necrons, where he may not attempt to seize the initiative at all, and against the Eldar, Corsairs, or Dark Eldar, whom he may steal the initiative from on a 3+.
Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.
The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match.
The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.
What cannot be disputed though, is that Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds.
His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.
Imperial reports of worlds assaulted by the Atushkar conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more slaugth.
Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.
Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.
During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.
Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.
The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.
Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.
But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.
The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.
Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's master crafted power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her own master crafted and consecrated power axe, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.
Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.
Overview:
Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/31 12:23:36
Subject: Re:Your Own Unique characters in 40K
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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dementedwombat wrote:I am vaguely familiar with orders. I haven't fought guard in a long time. My only guard opponent switched to orks and has been much happier (since he played guard like orks anyway). Ok, so for the general we're looking at something like: WS4, BS4, S3, T3, W3(4?), I3, A3, LD10, 4+ (carapace) war-gear probably like a plasma pistol and power fist, maybe something that gives him an invuln save. I think there was wargear you could buy in the old guard codex at least that gave you a 5++ He gets the senior officer rule and some kind of special character rule that makes him worth taking... maybe something like any unit he joins is stubborn/fearless in an assault if he makes or accepts a challenge. Could make for a good tarpit. And the sniper gets: WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+ rules like: stealth, move through cover, infiltrate, and the special rule that lets him shoot at the initiative 10 step of a challenge and cause fear if he wounds. with a sniper rifle (obviously) and a camoline cloak (if such a thing exists in the current book, if not it could be his signature piece of equipment and give him shrouded instead of stealth or something) So in my head: General __________ IG ( HQ) 100 pts WS4, BS4, S3, T3, W3, I3, A3, LD10, 4+ 5++ war-gear: a plasma pistol and power fist, refractor field, carapace armor Special Rules: Senior Officer, Unseen Guardian, Independent Character, fearless. Unseen Guardian: If ever General __________ should be singled out (challenged) in melee combat, after the challenge is declared but before any attacks are made Guardian may make a single shooting attack, regardless of previous shooting attacks or if the Guardian is in the combat.. If this attack misses, roll a d6. On a 1-3 nothing happens. On a 4-5 the attack is resolved against a random enemy. on a 6 it is taken against a member of general ___________'s squad. Guardian WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+ IG ( HQ) 90 pts Must be bought with general _______ War-gear: Valun-pattern sniper rifle ( Rng:36" S:6 AP:3, Assault 1, Gets Hot, rending) laspistol, flakk armor, camoline cloak (confers stealthed and shrouded) Special Rules: Eternal Guardian, move through cover, Loner (as per Marbo), Failure is not an Option, Precision Marksman. Eternal Guardian: Guardian must stay within 18" of General _________ at all times. FinaO: At any point where General _________ dies, guardian is also removed from the table. Precision Marksman: All successful shooting attacks are Precision Shots.
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This message was edited 1 time. Last update was at 2013/05/31 12:25:13
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![[Post New]](/s/i/i.gif) 2013/05/31 12:42:57
Subject: Re:Your Own Unique characters in 40K
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Alluring Mounted Daemonette
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Inquisitor Quan
Inquisitor Quan is the commander of Section 8, a covert part of the Ordos Hereticus. Section 8 was created as a deniable asset, with men drawn from specialist commando units across many regiments. These men have their deaths faked and brainwashed into extremely loyal and obedient soldiers. Section 8 is used when regular Inquisition forces or the Sisters of Battle are deemed too recognisable, for example when the Ordos acts against highly visible Imperial targets. Section 8 is provided with a blank cheque, allowing their men to be equipped entirely with advanced carapace armor, high powered lascarbines, monomolecular blades, and other such equipment normally restricted to officers and special forces. It is rumored that Section 8 also commands a prototype, stealth-capable Abyss-class cruiser, uparmored and upgunned to the point where it could rival a battleship in a direct firefight. Inquisitor Quan is occasionally seen leading Section 8 into battle, in his signature combination of black carapace, black greatcoat, and power fist.
Codex: Imperial Guard
180 points
Army restrictions: May not take allies. Only the following units from Codex: Imperial Guard may be taken: Company Command Squads. Veteran squads. Scout Sentinels. Armored Sentinels. Chimeras. Valkyries. Vendettas. Stormtroopers.
Type: Infantry (character)
Composition: 1 (unique)
WS5 BS5 S3 T3 W3 I4 A3 Ld10 Sv4+
Wargear: Carapace armor, Refractor field, frag grenades, melta bombs
Plasma fusil: A relic of early, pre-heresy plasma technology. Range 18 S6 AP3 Assault 2.
Terrax-pattern armored glove: This was manufactured by the long-destroyed Terrax forges on the Andalusian plains on Terra. They were known chiefly for supplying close combat weapons of extraordinary quality to the Emperor's pre-unification forces, notably the Lucifer Blacks. This functions as a power fist, however Quan strikes in initiative order.
Special Rules: Stubborn, Night Fight
Section 8: See Army Restrictions as listed above. In addition, all Veteran squad members gain +1 Ld and Night Fight USR.
Night Fighter: The first turn of the game is automatically Night Fighting. At the end of the turn, roll a dice. On a 1-4, Night fighting ends. On a 5+, it continues. Night Fighting automatically ends at the end of turn 2.
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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 |
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![[Post New]](/s/i/i.gif) 2013/05/31 12:44:40
Subject: Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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Any comments for Atushkar's redo?
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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.
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![[Post New]](/s/i/i.gif) 2013/05/31 13:12:36
Subject: Your Own Unique characters in 40K
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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Im thinking the 4+ regen and the 2+ WBB style roll is a little too powerful, even for a 600 pt character. Maybe 5+ regen and 3+ WBB just to even things out. I really like the swarm and template rules, as well as the Great Commander rule. I just don't think the dmg should be 3x for flamer templates, just 2x. Most the armies out there can easily field a dozen flamers for dirt cheap, and would be a waste of 600 points against sallies or SoB. I like the armor and scythe, especially the shooting attack. Overall I think it is an epic beatstick and would love to see modeling of this thing. Just feel the ability to get up after its killed is a little insane on a 2+, easily being able to take whole armies worth of firepower per turn without going down. One thing: Is the additional bonus already include or would he have a +1 s and T from the armor? I noticed you already included it for wounds so I was curious.
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This message was edited 1 time. Last update was at 2013/05/31 13:12:59
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![[Post New]](/s/i/i.gif) 2013/05/31 13:14:49
Subject: Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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Oh the bonus is in for S and T.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/31 13:17:25
Subject: Your Own Unique characters in 40K
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Homicidal Veteran Blood Angel Assault Marine
north of nowhere
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Ohh ok that makes sense for strength but I didn't know about toughness, could easily see it being 7. Perchance do you have any need for relentless? seems pretty redundant on a character with an assault 4 weapon.
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![[Post New]](/s/i/i.gif) 2013/05/31 13:18:50
Subject: Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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Ah yes, probably goofed there for some stuff back in 5e. I''ll get to editing.
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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.
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![[Post New]](/s/i/i.gif) 2013/05/31 13:36:28
Subject: Re:Your Own Unique characters in 40K
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Ichor-Dripping Talos Monstrosity
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CalasTyphon216 wrote:Urian inspired by 'John Harrison' from Star Trek Into Darkness Codex: Dark Eldar Points: 295 Type: Infantry Composition: 1 (unique) WS8 BS7 S4 T4 W3 I7 A4 Ld10 Sv- Wargear: 2 close combat weapons (fists) Portable webway gate generator: This is a fist-sized object crafted of wraithbone. It creates a miniature webway gate at any point in the webway the bearer so desires. Urian can Deep Strike. If he does so, he does not scatter, and he may assault in the same turn, ignoring normal restrictions for deep striking. At the end of any turn in the game, Urian can opt to use the portal to flee the battlefield. Remove Urian from the tabletop immediately. He is considered killed, but no victory points are awarded, including First Blood. Webway Portals and Webway Gates, simply count as coming in from reserve, like an extra Table Edge, and even Webway Gates scatter (the gate arrives from Deepstrike, which can't mishap, but scatters the full 2D6 if it doesn't hit, and can fall off the table, then the unit comes out of the gate when it arrives from reserves.), and being able to assault out of reserve is damn rare. Haven't seen that movie, so can't comment on its relevance to that... but to the DE, it's a bit.. ish. Also Wraithbone technology requires Psychic powers to use. Special Rules: Fearless, Furious Charge, Rampage, Relentless Confused as to the relentless tbh... Dodge: Urian has a 4+ invulnerable save. This is increased to 3+ in close combat. So... as fast as Lelith apparently Genetics: There are whispers that Urian was genetically enhanced to increase his combat prowess. Urian strikes at AP2 in close combat. He has the Armorbane and Smash USRs. Smash grants AP2 anyway. Also - Smash Attack + Armourbane means he can have 5 Str4 (5 on the charge), AP2 attacks, that can roll up to 16 (17) for Armour Pen (average being 11 (12)) as it is, but can choose to switch to 3 Str8 (10), Ap2 attacks, that can roll up to 20 (22) for armour pen (average being 15 (17)), with re-rolls. But sure, he's a non-MC MC, I get it. Precise Fighter: All of Urian's attacks are subject to the Precision Strike USR. I'd replace this with reroll to hit in cc tbh, it fits better with being precise, than being able to snipe anything in combat. Anger and Hate: Once Urian is reduced to his last wound, he gains the Rage and Hatred USRs, and his Strength and Attacks both increase by 1. o..k.. I guess.
Overall it seems.. not entirely DE atm. Costing: Total: 208 Call it 215 for anything I missed. On the face of it, it's as OTT as your other stuff - but ultimately, once you look at it again, it's not that bad. Apart from not feeling like a DE character, and a few minor fluffy issues, it's probably alright.
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This message was edited 1 time. Last update was at 2013/05/31 13:38:11
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![[Post New]](/s/i/i.gif) 2013/05/31 19:08:22
Subject: Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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Every librarian has to start somewhere...
Not too long ago I converted a DW model into a librarian with a pyramid head (it's actually above his head, putty was used to cover his actual helmet, but I imagine he has grown into a horrible, giant beast inside the armour and is taller than before.)
Anyway...
I made him a pyromancer, only ever allowing him pyromancy powers so decided to make a more detailed custom profile
He is an old librarian who grew far too strong, and for fear of turning to Chaos he pleaded to a chaplain to be locked inside a state of eternal holiness, sort of a lesser scale as the Emperor of mankind.
A huge stone pyramid tomb was crafted for him, and locked into place with adamantium bolts and sacred seals and blessings. Many prayers were carved into the tomb, and interrogators would circle him writing scripts of chants to sooth the inferred pain from his insulated screams.
After years of hate, fear, and great change, he was finally settled into his suit in a new state. Nobody knows what he is, or what happened, but he became more powerful than his greatest hopes had ever allowed.
Now, freed from the once imminent insanity of chaos, the Disciple teaches new, trainee space marine scouts into the ways of psyking. He leads select squads into battle, teaching them the origins and powers of pyromancy so that they may in time serve the imperium and teach others themselves.
Always following an obsession for fire, the Disciple now follows his own agenda of searching for the secrets of pyromancy, desperately looking to improve the knowledge of fire.
The Scholars are selected from vast companies of young Scouts for showing great potential in religious understanding and eagerness to use close tactics and the surroundings as an advantage.
Seekers of the Great Kindler
Codex: DA
Troops; Only one unit per army list
- 250 points
Unit composition:
6 Scholars of the warp (infantry) - WS3|BS4|S4|T4|W1|I4|A1|Ld7|Sv4+ 6++
1 Disciple of the Lion (infantry, Character) - WS5|BS5|S5|T4|W3|I4|A2|Ld9|Sv2+ 5++/5++
Disciple
Wargear: Dark crafted armour (2+ confers shrouded 5++), Kindled Force Tooth (Fired in the following way; 12"|S3|AP4|Assault 1, Fleshbane, One use only, Scavenge*.
Can also be used in close combat as a Chainsword with the Force USR)
Rules: Daemon, Bulky, Psyker Lv2 (He may roll for any 2 powers from the Pyromancy teachings), Teacher of the warp*, Soul blaze
Scholars
Wargear: Ritual Scout Armour (4+ 6++ Inv), Kindling Staff (Close combat weapon)
Rules: Scout, Stubborn, Unusable Knowledge*
*Scavenge: If the Disciple charges an enemy unit that he fired his Kindled Force Tooth into, he is able to re-use it as a One Use Only ranged weapon.
*Teacher of the warp:
Once per turn in the friendly shooting phase, the Disciple may use a single Warp Charge point to show the rest of his squad the power of the warp; leading by example. Place the Blast marker over his head, and any model whose base is partially under it, which includes a Kindling Staff in its wargear, becomes a Psyker (lv1) with 1 warp point, until the end of the turn.
*Unusable Knowledge:
Before the game, roll once for each Scholar on the pyromancy teachings table (separately). More than one model may have the same power, and any model may swap for the Primaris power as usual. However, the models may not use their powers until their Kindling Staffs have been blessed by the Teacher of the Warp special rule.
Automatically Appended Next Post: Seeing as he has 5++ inv and 5++ shrouded, I guess you'd just say 5++ inv encase he gets hit by an ignores cover weapon? was just thinking which would be better
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This message was edited 1 time. Last update was at 2013/05/31 19:20:08
We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/31 19:36:38
Subject: Your Own Unique characters in 40K
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Fixture of Dakka
Temple Prime
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For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum.
Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict.
I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions)
As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory.
As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42.
Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence.
A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets.
Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell.
Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer.
Death comes to all.
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This message was edited 3 times. Last update was at 2013/05/31 20:02:12
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.
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![[Post New]](/s/i/i.gif) 2013/05/31 20:17:13
Subject: Your Own Unique characters in 40K
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Dark Angels Neophyte Undergoing Surgeries
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Kain wrote:For anyone who wants to join in my little project, it's going under the working name of the Inciphis region (multiple sectors), part of Ultima Segmentum. Where heroes are made and the war is never ending. This is the frontier of the Imperium, and here Slaugth, Necrons, Hrud, Thyrrus, Orks, Tyranids, Slann, Rak'Gol, Chaos, Eldar, Dark Eldar, the Imperium, the Tau, Umbra, and countless other factions battle in near constant conflict. I don't mean normal, run of the mill "there is only war" I mean usually the majority of the region is at Aurielian Crusade level violence and often it conflagrates to an even worse extent. (It is currently in an ultra-violence mode due to the after-effects of the 13th Black Crusade and the en masse arrival of hive fleets Hydra and Leviathan, accompanied by Waaaaghs! Gitbasha, Brainmelta, Gigakilla, 'Ead stompa, and Bloodsmasha amongst others, the awakening of several Necron Dynasties, massive Hrud migrations and Thyrrus troupes, Craftworld Biel-tan and her allies deciding to try out this conquest thing, multiple Kabals focusing on here, a new Imperial crusade to pacify the area, a Slann resurgance, Umbra flocks moving in, the incursions of Kay-Yuss and his allied convens, and a new wave of expansions by the Tau, with responses from all other factions) As such constant war which despite the arrival of the Tyranids, the awakening of the Necrons, and the Emergence of the Slaugth has remained in a brutal back and forth stalemate since the great crusade (and if Eldar records are to be believed, the region has been home to vast amounts of violence before mankind evolved) this is often seen as a proving ground and training field. While not a pleasant place for civilians, the Inciphis region is a great place for commanders who want some glory. As of most of my writings, the current time period for anything I write for the Inciphis region is in the second half of M42. Commanders seeking their fortune, space marine chapters seeking to attain glory, chaos champions hoping to curry favor with the gods, Orks looking for a big scrap, Rak'Gol wanting some action, Dark Eldar seeking thrills, Tyranids in search of biomass, Necrons in reconquest mode, Slaugth desiring experiments, Thyrrus looking for a show, and Tau commanders wishing to test their newest strategies and weaponry come here to make for a self feeding cycle of violence. A large number of chapters, sisters orders, and guard armies are deployed here to make sure that the violence here doesn't spread to the interior of the Imperium. And the detritus of literally millions of years of conflict (the Slaugth, Hrud, Eldar, Orks, Thyrrus, Umbra, Slann and other old races have been bickering over this area since the war in heaven ended, before that there was of course the war in heaven itself) has left a motherlode of artefacts and long forgotten or hidden secrets. Welcome to Inciphis commander, welcome to Bellum Infinitus, welcome...to hell. Every legion has descendant chapters here, every model of imperial guard regiment can be found here, every craftworld has stuck it's nose here at some point, and the violence never stops. Alliances are made and broken constantly. And sometimes a single planet can be fought over by every single faction in the entire region at the same time. While the current overall warmaster here is from Krieg, the last one was Vostroyan. Until lictors ate him. The one before him got stomped to death by a squiggoth, and the Elysian before him was atomized by a Gauss flayer. Death comes to all. This sounds brutally astounding! It seems pretty much what GW want to say, but by the Emperor's will you say it so well! I think I'm going to make a Kill-Team of DA in honour of this, with more emblems, blood splatter, custom armour and battle damage than any of my other squads... just base coated a couple tactical marines w/assault weapons in DW colours as a test and was looking for a new idea, this is perfect Maybe field them as veterans until I make substantial enough rules for them  Oh a storm's coming
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This message was edited 3 times. Last update was at 2013/05/31 20:19:29
We will charge our wrath. We will stand our name. We will show them fear.
It is our duty to the Emperor to hunt down the traitors. We will succeed.
May the strength of the Lion empower me and may the honour of the Eagle bless me; I ask only this to perform my task.
-- Part of the Stormwing initiation catechism |
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![[Post New]](/s/i/i.gif) 2013/05/31 20:22:08
Subject: Re:Your Own Unique characters in 40K
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Longtime Dakkanaut
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Thatguyhsagun wrote:
So in my head:
General __________
IG ( HQ) 100 pts
WS4, BS4, S3, T3, W3, I3, A3, LD10, 4+ 5++
war-gear: a plasma pistol and power fist, refractor field, carapace armor
Special Rules: Senior Officer, Unseen Guardian, Independent Character, fearless.
Unseen Guardian: If ever General __________ should be singled out (challenged) in melee combat, after the challenge is declared but before any attacks are made Guardian may make a single shooting attack, regardless of previous shooting attacks or if the Guardian is in the combat.. If this attack misses, roll a d6. On a 1-3 nothing happens. On a 4-5 the attack is resolved against a random enemy. on a 6 it is taken against a member of general ___________'s squad.
Guardian
WS3, BS4, S3, T3, W2, I3, A1, LD8, 5+
IG ( HQ) 90 pts
Must be bought with general _______
War-gear: Valun-pattern sniper rifle ( Rng:36" S:6 AP:3, Assault 1, Gets Hot, rending) laspistol, flakk armor, camoline cloak (confers stealthed and shrouded)
Special Rules: Eternal Guardian, move through cover, Loner (as per Marbo), Failure is not an Option, Precision Marksman.
Eternal Guardian: Guardian must stay within 18" of General _________ at all times.
FinaO: At any point where General _________ dies, guardian is also removed from the table.
Precision Marksman: All successful shooting attacks are Precision Shots.
That's awesome! The one thing I would have questions about is whether Guardian should be able to shoot into combat if he himself is in combat.
I really want to try this guy out now, and he needs a name. Hmmm.... General Promethius Reinhardt (since this guy's whole trick is fighting dirty, might as well name him after the most awesome trickster in the Greek/Roman display case. The last name just sounds cool.)
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Like watching other people play video games (badly) while blathering about nothing in particular? Check out my Youtube channel: joemamaUSA!
BrianDavion wrote:Between the two of us... I think GW is assuming we the players are not complete idiots.
Rapidly on path to becoming the world's youngest bitter old man. |
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