Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2013/06/18 20:51:43
Subject: Re:Your Own Unique characters in 40K
|
 |
Stealthy Kroot Stalker
|
Lucarikx wrote:Well, heres my addition:
"Skyhunter" - Tau Character(HQ)
BS:5 - WS:2 - S:4 - T:5 - W:3 - I:2 - A:3 - LD:10 - SV:2+
Equipment: Vectored Retro-thrusters, Blacksun Filter, Multi-Tracker, TL Plasma Rifle, Velocity Tracker
XV8-05 Coldstar: A Crisis suit designed for space combat, the Coldstar is incredibly durable, as well as agile. It has a unique energy source, similar to the one used by Riptide battlesuits.
The Coldstar grants +1 Toughness(included in profile), a 2+ armor save, and a 4+ invulnerable . It also allows for Skyhunter to move 4D6 in the assault phase, rather than 2D6. However, if the jump ability is used, roll a D6. On a 3+ nothing happens. On a 1 or a 2, Skyhunter loses a wound with no saves of any kind allowed.
High-velocity Impact Cannon: Based on Railgun and Ion technology, the High-velocity Impact Cannon is a poweful weapon, capable of bringing down the largest of targets.
R:48" - S:9 - AP2 - Gets Hot!, Assault 3, Overload
Overload: If Skyhunter misses at least twice(after rerolls) he takes a wound(saves allowed).
Special Rules: Character, Fearless, Support Fire, Monster Hunter
Warlord Trait: Crisis Cadre - D3 Broadside, Crisis Team, or Bodyguard Teams become Scoring.
Cost: 250
Thoughts?
Lucarikx
I think he's okay at 250pts
Regular Commander with similar gear costs: 170pts + 80pts for the other seems fine. Maybe a tad undercosted. 280pts would be a safer bet.
A few questions though. With the overload rule and Gets Hot, if he rolls 1s twice he ends up taking a third wound? This isn't even counting the Plasma shots. He has a fair chance of killing himself by just shooting if you roll terribly am I correct? You also mention rerolls, but he is BS5 and the weapon is not twinlinked.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/18 21:02:07
Subject: Your Own Unique characters in 40K
|
 |
Ghastly Grave Guard
Uk
|
I think the ability to move 4D6 and then shoot 3 S-9 AP-2 shots at weapon skill 5 in a turn is a bit much but other than that I like the rules.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/18 21:31:28
Subject: Re:Your Own Unique characters in 40K
|
 |
Sadistic Inquisitorial Excruciator
|
He would get rerolls from any ML's on his targeted unit. I didn't notice I had put Gets Hot and Overload together! I'm not sure about using both... Maybe drop Gets Hot?
Lucarikx
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/18 22:00:17
Subject: Re:Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
New Slaugth Character! This one is definitely for apocalypse only. If Dem'Orcus was starscream, Kay-yuss Megatron, amd Rag'norra Soundwave, then Asmozebul is Shockwave.
Asmozebul Zortrous Grand Duke of Crawling things
Type: Monstrous Creature
Cost: 750 pts
WS: 7 BS: 5 S:7 T: 7 W: 7 I: 4 A: 8 LD: 10 Sv: 2+ 4++ FNP
Wargear: The sickle of midnight, the Star Magnum, Oculus nox, plated shroud of naught
Sickle of midnight: A long, horrific curved blade attatched to his left arm at the elbow, foul energies course through this vile weapon to grant it power often confused with unholy magics that allow it to whip forth and unleash dark powers upon the foe. This power allows for a special attack to be unleashed. During any given assault phase, Asmozebul may forego a regular round of attacks to instead inflict half his usual attacks on each enemy unit in base contact, subtracting the initiative of the enemy model to a minimum of one (on a per unit basis). Units so hit by the sickle of midnight are not counted as fearless or having the benefits of "and they shall know no fear" for the purposes of resolving combat.
The Star Magnum: A potent weapon that seems to release the very essence of death upon the foes of the Slaugth, this arm cannon has virtually replaced the Slaugth Grand Duke's right arm, it's presence being noted by firing off a large barrage of clusters of dark energy that leave nothing but death in their wake, it hastwo distinct modes, one which has comparable power to a virtual storm of krak missiles, the other being more like a barrage of frag rounds. The weapon may fire with either of the following profiles.
Rng' 36 S8 AP3 assault 4
Rng 36 S4 AP6 blast assault 4.
Oculus nox: A black gemstone that seems to occupy the central portion of Asmozebul's armored hood, this stone seems to drink from the energy of psykers, making their connection to the warp more tenuous and allowing him to shrug off the witchery of enemies. He is always counted as having a superior mastery level to enemy psykers for the purposes of deny the witch, grants a +1 bonus to all deny the witch rolls by friendly models within 18' (including himself), and leadership checks for enemy powers manifested within 18' of Asmozebul must be rolled on a 3d6.
Plated shroud of naught: A potent armored shroud inlaid with thick armor plating and advanced shield generators, this obsidian armor both invokes the image of death that the Slaugth are so fond of cultivating and the visage of insects that many of the enemies of the Slaugth seem to loathe so very much. The head piece comes to a single central circle which houses the oculus nox, while the legs of some insectoid beast frame the area where the mouth would be as two horns jut from the sides of the cloak. This suit grants a 2+ armor save and a 4+ invulnerable save.
Special rules: Furious charge, worm that walks, rapid regeneration, master of terror, move through cover, smash, feel no pain counter attack,
Worm that walks: Asmozebul 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.
Master of terror: The energies radiating from Asmozebul radiate a sense of wrongness, instilling a sensation into his foes that that which should not be now walks on the earth, these unclean energies are doubly effective against those who draw upon or are made from the warp. Treat all enemy units within '18 of Asmozebul as having a -1 leadership penalty, while enemy Psykers and units with the Daemon special rule get a -2 penalty.
Fluff:
The last and most mysterious of Kay-yuss' inner circle. This Slaugth Lord is widely feared amongst psykers for what he can do to them. Others are terrified of him for the simple fact that he so strongly attacks the minds of the foes despite not having even the slightest ounce of warp power. Daemons whisper his name in fear and hatred, and even Space Marines are somewhat hesistant to face him, for his now infamous threat of "And they shall know no fear? Allow me to teach you!" is no idle boast, having successfully given many space marines, including the late prior chapter master of the Ice Dragons, permanent Night Terrors.
Of the many Slaugth grand lords and supreme masters; he has perhaps the greatest interest in the warp, or more correctly in how to destroy it. His forces, like the Necrons have even sometimes been seen working with the Ordo Malleus to destroy the warp tainted powers of Chaos. Though the Grey Knights do try their best to leave before Asmozebul decides to test his newest theories on the entirely psyker based Grey Knight chapter. But his forces also have often made a habit of attacking heavily psyker influenced organizations of the Imperium; raiding black ships, assaulting the Blood Ravens chapter of Space Marines, and seeming to have a knack for hunting down the Grey knights.
Many a Grey Knights operation in the Inciphis Region has been interrupted by the forces of Asmozebul dropping out of their inertialess drives and then descending to attack. Sometimes to "help" them against Chaos, other times to attack them directly. As such, the Grey Knights are now very wary of the Slaugth and are currently looking for examples of Xenos heresy within the Ordo Malleus and are closely working with the Death Watch and Ordo Xenos to root out the cause of Asmozebul's seeming presience regarding their actions.
Of course, the forces of humanity; loyalist or chaos based are not the only victims. The Eldar have named him the bringer of tears for the viciousness of his raids against them. To the Eldar, the Slaugth have long been the "newest scions of the thirsting gods of before" and "those who serve secret masters long thought dead", and the sheer scale of brutality the Slaugth inflict upon the Eldar seems to lend credence to the idea that they are continuing a war long thought ended by the rest of the galaxy. Though he takes soulstones, it's noted he never shatters them. Rather, he seems to be gathering them; whether out of spite or for some purpose of greater import is...unknown.
The Orks often know his depredations, as he tries to crack the secret of their psychic gestalt field. The Orks in the area simply say "'e's dat weird freaky git, 'ohle lotta weird stuff 'bout dat one." Though the Orks alone out of all things seem to still be oblivious to any fear he can cause even to beings that do not properly know fear. For their part, the Orks find the emergence of the ships marked with a black eye surrounded by mandibles to be an exciting opportunity for a great fight.
The Tyranids are also frequent victims as he curiously tests these newcomers to the galaxy, though currently the sheer scale of the hive mind means that his traditional mind games do quite little. But as the Tyranids push deeper and deeper into the Inciphis Region and come into greater conflict with the armies of the Slaugth, there may come a time when he may have to fight for more than just his own curiosity.
The Tau he strangely, still attacks with a fervour usually reserved for the Eldar, curious given his predilection for assaulting psykers. Though it is worth noting that by now in the middle of the forty second millenium, Eldrad's statement concerning the Tau is quite widespread and well known, even to the Tau themselves, which the Water Caste has taken as a sign that the Eldar can be brought into their greater good. For his part, the Slaugth could be taking this as a sign that the Tau are to the Eldar as the Eldar were to the Old Ones.
The Necrons he seems to attack out of little but sheer hatred, coming into especially frequent conflict with the Imalsep dynasties and the forces of Trazyn as they often seek the same artefacts as he hunts for Psychic and Psychic canceling artefacts throughout the Universe which have very frequently gained the eye of the disarmingly Jovial necron overlord. The two's latest conflict over a second shadowstone found in the Inciphis Region ended up plunging an entire subsector into star shattering war that ended up causing an explosion that the Adeptus Mechanicus estimates will be readily visible in another galaxy with a basic telescope once the light reaches it tens of thousands of years in the future. Perhaps even by imperial colonists, omnissiah be willing.
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/18 23:01:19
Subject: Re:Your Own Unique characters in 40K
|
 |
Ghastly Grave Guard
Uk
|
Kain wrote:New Slaugth Character! This one is definitely for apocalypse only. If Dem'Orcus was starscream, Kay-yuss Megatron, amd Rag'norra Soundwave, then Asmozebul is Shockwave.
Asmozebul Zortrous Grand Duke of Crawling things
Type: Monstrous Creature
Cost: 750 pts
WS: 7 BS: 5 S:7 T: 7 W: 7 I: 4 A: 8 LD: 10 Sv: 2+ 4++ FNP
Wargear: The sickle of midnight, the Star Magnum, Oculus nox, plated shroud of naught
Sickle of midnight: A long, horrific curved blade attatched to his left arm at the elbow, foul energies course through this vile weapon to grant it power often confused with unholy magics that allow it to whip forth and unleash dark powers upon the foe. This power allows for a special attack to be unleashed. During any given assault phase, Asmozebul may forego a regular round of attacks to instead inflict half his usual attacks on each enemy unit in base contact, subtracting the initiative of the enemy model to a minimum of one (on a per unit basis). Units so hit by the sickle of midnight are not counted as fearless or having the benefits of "and they shall know no fear" for the purposes of resolving combat.
The Star Magnum: A potent weapon that seems to release the very essence of death upon the foes of the Slaugth, this arm cannon has virtually replaced the Slaugth Grand Duke's right arm, it's presence being noted by firing off a large barrage of clusters of dark energy that leave nothing but death in their wake, it hastwo distinct modes, one which has comparable power to a virtual storm of krak missiles, the other being more like a barrage of frag rounds. The weapon may fire with either of the following profiles.
Rng' 36 S8 AP3 assault 4
Rng 36 S4 AP6 blast assault 4.
Oculus nox: A black gemstone that seems to occupy the central portion of Asmozebul's armored hood, this stone seems to drink from the energy of psykers, making their connection to the warp more tenuous and allowing him to shrug off the witchery of enemies. He is always counted as having a superior mastery level to enemy psykers for the purposes of deny the witch, grants a +1 bonus to all deny the witch rolls by friendly models within 18' (including himself), and leadership checks for enemy powers manifested within 18' of Asmozebul must be rolled on a 3d6.
Plated shroud of naught: A potent armored shroud inlaid with thick armor plating and advanced shield generators, this obsidian armor both invokes the image of death that the Slaugth are so fond of cultivating and the visage of insects that many of the enemies of the Slaugth seem to loathe so very much. The head piece comes to a single central circle which houses the oculus nox, while the legs of some insectoid beast frame the area where the mouth would be as two horns jut from the sides of the cloak. This suit grants a 2+ armor save and a 4+ invulnerable save.
Special rules: Furious charge, worm that walks, rapid regeneration, master of terror, move through cover, smash, feel no pain counter attack,
Worm that walks: Asmozebul 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.
Master of terror: The energies radiating from Asmozebul radiate a sense of wrongness, instilling a sensation into his foes that that which should not be now walks on the earth, these unclean energies are doubly effective against those who draw upon or are made from the warp. Treat all enemy units within '18 of Asmozebul as having a -1 leadership penalty, while enemy Psykers and units with the Daemon special rule get a -2 penalty.
Fluff:
The last and most mysterious of Kay-yuss' inner circle. This Slaugth Lord is widely feared amongst psykers for what he can do to them. Others are terrified of him for the simple fact that he so strongly attacks the minds of the foes despite not having even the slightest ounce of warp power. Daemons whisper his name in fear and hatred, and even Space Marines are somewhat hesistant to face him, for his now infamous threat of "And they shall know no fear? Allow me to teach you!" is no idle boast, having successfully given many space marines, including the late prior chapter master of the Ice Dragons, permanent Night Terrors.
Of the many Slaugth grand lords and supreme masters; he has perhaps the greatest interest in the warp, or more correctly in how to destroy it. His forces, like the Necrons have even sometimes been seen working with the Ordo Malleus to destroy the warp tainted powers of Chaos. Though the Grey Knights do try their best to leave before Asmozebul decides to test his newest theories on the entirely psyker based Grey Knight chapter. But his forces also have often made a habit of attacking heavily psyker influenced organizations of the Imperium; raiding black ships, assaulting the Blood Ravens chapter of Space Marines, and seeming to have a knack for hunting down the Grey knights.
Many a Grey Knights operation in the Inciphis Region has been interrupted by the forces of Asmozebul dropping out of their inertialess drives and then descending to attack. Sometimes to "help" them against Chaos, other times to attack them directly. As such, the Grey Knights are now very wary of the Slaugth and are currently looking for examples of Xenos heresy within the Ordo Malleus and are closely working with the Death Watch and Ordo Xenos to root out the cause of Asmozebul's seeming presience regarding their actions.
Of course, the forces of humanity; loyalist or chaos based are not the only victims. The Eldar have named him the bringer of tears for the viciousness of his raids against them. To the Eldar, the Slaugth have long been the "newest scions of the thirsting gods of before" and "those who serve secret masters long thought dead", and the sheer scale of brutality the Slaugth inflict upon the Eldar seems to lend credence to the idea that they are continuing a war long thought ended by the rest of the galaxy. Though he takes soulstones, it's noted he never shatters them. Rather, he seems to be gathering them; whether out of spite or for some purpose of greater import is...unknown.
The Orks often know his depredations, as he tries to crack the secret of their psychic gestalt field. The Orks in the area simply say "'e's dat weird freaky git, 'ohle lotta weird stuff 'bout dat one." Though the Orks alone out of all things seem to still be oblivious to any fear he can cause even to beings that do not properly know fear. For their part, the Orks find the emergence of the ships marked with a black eye surrounded by mandibles to be an exciting opportunity for a great fight.
The Tyranids are also frequent victims as he curiously tests these newcomers to the galaxy, though currently the sheer scale of the hive mind means that his traditional mind games do quite little. But as the Tyranids push deeper and deeper into the Inciphis Region and come into greater conflict with the armies of the Slaugth, there may come a time when he may have to fight for more than just his own curiosity.
The Tau he strangely, still attacks with a fervour usually reserved for the Eldar, curious given his predilection for assaulting psykers. Though it is worth noting that by now in the middle of the forty second millenium, Eldrad's statement concerning the Tau is quite widespread and well known, even to the Tau themselves, which the Water Caste has taken as a sign that the Eldar can be brought into their greater good. For his part, the Slaugth could be taking this as a sign that the Tau are to the Eldar as the Eldar were to the Old Ones.
The Necrons he seems to attack out of little but sheer hatred, coming into especially frequent conflict with the Imalsep dynasties and the forces of Trazyn as they often seek the same artefacts as he hunts for Psychic and Psychic canceling artefacts throughout the Universe which have very frequently gained the eye of the disarmingly Jovial necron overlord. The two's latest conflict over a second shadowstone found in the Inciphis Region ended up plunging an entire subsector into star shattering war that ended up causing an explosion that the Adeptus Mechanicus estimates will be readily visible in another galaxy with a basic telescope once the light reaches it tens of thousands of years in the future. Perhaps even by imperial colonists, omnissiah be willing.
Once again another fantastic Slaught character! I would say you have over costed him though. His sickle sit actually very good... 4 strength 7 attacks on each unit won't really do that much. Considering if he got into combat with a sad of space marines he would probably de as he has no power weapon I actually think 750 points is a high overcost.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/18 23:05:19
Subject: Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
He's a monstrous creature and thus automatically gets smash. So against MEQs he get's one attack on each marine in close combat at AP2. Against low AP armies like Necrons, Tau, Orks, and Guard he'd be nothing short of the apocalypse once he can start using sweep attacks, while against armies with marine or better initiative he'd be better off just using his normal attacks.
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/22 21:27:11
Subject: Re:Your Own Unique characters in 40K
|
 |
Regular Dakkanaut
|
|
This message was edited 1 time. Last update was at 2013/06/22 21:28:37
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/22 21:29:19
Subject: Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
*Brow pinch.*
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/23 04:40:51
Subject: Re:Your Own Unique characters in 40K
|
 |
Yellin' Yoof
|
Ork Brewerz 25pts
WS BS S T W I A LD S
4 2 3 4 1 2 2 7 6+
Unit Composition: Wargear:
- 1 (Upgrade) Slugga
Choppa
Squig Beer
Unit Type: Special Rules:
- Infantry Waaagh!
Furious Charge
Mob Rule
An Ork Boyz mob numbering 10 or more Orks may take a Brewboy for 25 points.
Da Brewboyz
Orks are born with specific information encoded in their DNA. Just like a human does not need to be taught how to breath or how to have its heart beat, an Ork does not need to be taught how to ply its trade. Whether this be combat prowess(Ork Boy), mechanical knowledge(Mek Boy), or medical technology and skills(Mad Dok/Painboy). Others still, however, have other aspects of Ork life encoded into their DNA, such as the ability to build or cook.
One such class of Ork has the ability to(when they’re not busy killin!) brew the beer that the Orks drink before and after going into battle. These are called the Brewerz, or Brewboyz. A typical favorite of the Orks is developed from the fermented fungus of the Squig, or Squiggly Beast, commonly known as Squig beer.
Squig beer is not palatable to most other non-Orkoid species, filled with solids and materials that, though highly nutritious to an Ork, would be nearly impossible to consume by members of other species, both due to its bitter flavor, and poisonous compounds. When drank by an Ork, however, it contains all the nutrients an Ork needs to not only survive, but thrive!
Squig Beer grants the following Special Rules to any Ork Mob which contains a Brewboy:
Special Rules:
Before the game begins roll a d6, any Ork Mob including a Brewer model benefits from the following for the remainder of the game:
1 - Smashed - On the roll of a 1, the Ork Mob gets too drunk to follow orders and marches off on its own. After the shooting phase the Ork Mob moves an extra d6(this does not take the place of their run move) in a random direction, per the directional die. On a roll of “On Target” the Ork Player chooses the direction.
2 - Hammered - On the roll of a 2, the Ork Mob falls into a drunken stupor. So delirious are they that they are unable to feel physical injury. The Ork Mob benefits from the “Feels No Pain” special rule, and becomes “Slow and Purposeful”
3 - Frenzied - On the roll of a 3, the Ork Mob goes into a drunken rage! The Orks lashing out with furious anger! The Ork Mob gets +1 Attack.
4 - Watch this! - On the roll of a 4, the Ork Mob becomes boisterous and overconfident as the alcohol pours forth through the ranks. Each trying to outdo his fellow Orks in feats of strength and tenacity. The Ork Mob gets +1 Strength.
5 - Blech! - On the roll of a 5, the Ork Mob has had a little too much to drink, and begins to throw up their insides upon the battlefield. Ork bile is extremely acidic, far more than the average human, for their stomachs must be able to process almost any material. The Ork Mob’s CC attacks get the “Rending” special rule on the roll of a 6.
6 - Slammered - On the roll of a 6, the Ork Mob doesn’t know when to quit, having drank so much that they lose track of how much they’ve consumed. The Ork Mob shambles forward, a cross between a war machine and a pub crawl. The Ork Mob may move an extra d6 in addition to their regular run move.
Just an idea I had for a potential new Ork codex.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/23 18:37:35
Subject: Re:Your Own Unique characters in 40K
|
 |
Focused Fire Warrior
Helsinki
|
Here is my custom riptide HQ. I wanted a way to make the heavy burst cannon a viable weapon and someone with the ability to assassinate special characters and heavy weapon bearers. I'm not entirely sure on some of the things, namely: the uppgraded nova reactor, the points cost and the puretide engram neurochip. 12 rending shots with tank hunter might be a tad to powerful.
Commander Stormbreaker
Shas'o Shang'du Damyon Ofesume
Points: 250
WS3
BS4
S6
T6
W5
I3
A4
LD10
Sv2+
UNIT TYPE: jet pack monstrous creature, character
WARLORD TRAIT: Precision of the skilled hunter
WARGEAR: heavy burst cannon, XV104 riptide suit, advanced targeting system, smart missile system, riptide shield generator, puretide engram neurochip
SPECIAL RULES: Supporting fire
SIGNATURE SYSTEM: X2 nova reactor:
The X2 works like a normal nova reactor except that it functions on a 2+ instead of a 3+
|
My armies:
vior'la sept 12k
Erik Morkai's great company 6k
dark mechanicus, the dearth of hope, 8k
rothwyr morwan's company 1,5k
Adeptus custodes 2k
AoS, The forgotten order, SE, 3k |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/23 19:51:25
Subject: Your Own Unique characters in 40K
|
 |
Proud Triarch Praetorian
|
Boost to WS4 BS5 to come into commander-esque statline, then you might be right on 250 points
|
Experience is something you get just after you need it
The Narkos Dynasty - 15k
Iron Hands - 12k
The Shadewatch - 3k
Cadmus Outriders - 4k
Alpha Legion Raiders - 3k |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/23 19:53:32
Subject: Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
Any comment on Asmozebul?
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/23 19:58:39
Subject: Re:Your Own Unique characters in 40K
|
 |
Ichor-Dripping Talos Monstrosity
|
Dantioch wrote:Here is my custom riptide HQ. I wanted a way to make the heavy burst cannon a viable weapon and someone with the ability to assassinate special characters and heavy weapon bearers. I'm not entirely sure on some of the things, namely: the uppgraded nova reactor, the points cost and the puretide engram neurochip. 12 rending shots with tank hunter might be a tad to powerful. Commander Stormbreaker Shas'o Shang'du Damyon Ofesume Points: 250 WS3, BS4, S6, T6, W5, I3, A4, LD10, Sv2+ UNIT TYPE: jet pack monstrous creature, character WARLORD TRAIT: Precision of the skilled hunter WARGEAR: heavy burst cannon, XV104 riptide suit, advanced targeting system, smart missile system, riptide shield generator, puretide engram neurochip SPECIAL RULES: Supporting fire SIGNATURE SYSTEM: X2 nova reactor: The X2 works like a normal nova reactor except that it functions on a 2+ instead of a 3+
I'd just like to point out - the Heavy Burst Cannon is viable anyway, certainly better against aircraft in general than the Ion, it really depends on the role So, costing: Total: 273 Call it 275, maybe 280 IHateNids wrote:Boost to WS4 BS5 to come into commander-esque statline, then you might be right on 250 points
With that - 295-300 points.
|
This message was edited 3 times. Last update was at 2013/06/23 20:01:30
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 07:45:01
Subject: Re:Your Own Unique characters in 40K
|
 |
Regular Dakkanaut
|
[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed
[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane
I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 07:58:55
Subject: Re:Your Own Unique characters in 40K
|
 |
Alluring Mounted Daemonette
|
Constantin Valdor, Captain-General of the Legio Custodes
285 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS4 S5 T4 W4 I6 A5 Ld10 Sv2+
Wargear: frag and krak grenades
Masterwork Custodes Battle Armor: This is artificer armor that provides a 2+ armor save and 4+ invulnerable save. Furthermore, Valdor may re-roll 1 failed save per player turn.
Masterwork Guardian Spear: Range 18 S4 AP3 Assault 2 Master Crafted; Range - S+1 AP2 Melee Armorbane Master Crafted
Special Rules: Independent Character, Eternal Warrior, Preferred Enemy (Chaos)
Custodes: Has the Fearless and Feel No Pain USRs.
For the Emperor: Has Furious Charge and Counter Attack USRs.
Lions, not wolves; Gold, not grey: All Custodes are Characters. In close combat, each individual Custodian is treated, for all purposes, as though they were individual units, with the exception of rolling for sweeping advance.
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 09:58:02
Subject: Re:Your Own Unique characters in 40K
|
 |
Fireknife Shas'el
|
NeoAigaion wrote:[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed
[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane
I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 11:04:19
Subject: Re:Your Own Unique characters in 40K
|
 |
Regular Dakkanaut
|
McNinja wrote:NeoAigaion wrote:[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone)
WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+
Wargear:
- Spirit Blade
- Storm Shield
- Tartaros Terminator Aegis Armour
- Psychic Hood
Special Rules:
- Independent Character
- Adamantium Will
- Eternal Warrior
- Fearless
- Psyker Mastery Level 3
Psychic Powers:
- Iron Arm
- Endurance
- Warp Speed
[Spirit Blade]
Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane
I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335.
Fleshbane could be removed. Given the Strength and AP, few if any weak opposition would survive. I could always turn it into a Paragon Blade, or a Force Weapon.
Got a lot to work out with this guy, and the "White Angels" as a whole. Back to the typing board I guess
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 11:06:50
Subject: Re:Your Own Unique characters in 40K
|
 |
Fireknife Shas'el
|
NeoAigaion wrote: McNinja wrote:NeoAigaion wrote:[Adamas Seraph of the White Angels] (chapter name is a WIP and not set in stone) WS6 BS5 S5 T5 W5 I5 A4 LD10 SV2+ Wargear: - Spirit Blade - Storm Shield - Tartaros Terminator Aegis Armour - Psychic Hood Special Rules: - Independent Character - Adamantium Will - Eternal Warrior - Fearless - Psyker Mastery Level 3 Psychic Powers: - Iron Arm - Endurance - Warp Speed [Spirit Blade] Range: - / Str: User / AP: 2 / Melee, Master-Crafted, Fleshbane, Daemonbane I'm thinking close to Draigo's cost. Be well worth it for something that may not die so easily to just about everything.
If by "close to Draigo's cost" you mean "well over 275 points" then I could dig it. This guy needs to be like 315. Since he has the three best Biomancy powers as standard, that ups the cost a bit. Oh wait, his AP2 weapon has Fleshbane. 335. Fleshbane could be removed. Given the Strength and AP, few if any weak opposition would survive. I could always turn it into a Paragon Blade, or a Force Weapon. Got a lot to work out with this guy, and the "White Angels" as a whole. Back to the typing board I guess 
Not all the way to the typing board! Just make him Mastery Level 2 and make the blade a Paragon blade. That would take him down to about 280. At that point cost he becomes an imperial equivalent to the Swarmlord, especially considering that he knows his powers without rolling for them. Oh, and make him 3 wounds instead of five.
|
This message was edited 1 time. Last update was at 2013/06/24 11:13:49
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 17:49:39
Subject: Re:Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
A bit of a boring addition to the Tyranid HQ slots for a proposed 6e codex that incorporates some Dawn of War 2 goodies translated into the tabletop. Next up is the Red Terror once I figure out a good way to incorporate the swallow whole mechanic.
Ravener Alphas
Slot: HQ (User may take two per HQ slot)
Points: 90 pts
WS6
BS4
S5
T5
W3
I6
A5
LD10
Sv4+
UNIT TYPE: Beasts
WARGEAR: 2x Scything Talons, Hardened Carapace
SPECIAL RULES: Instinctive behavior: Feed, Acute senses, Deep strike, Move through cover, Alpha Ravener, Synapse, Shadow in the warp, Tunneler, Independent character
Special rules:
Tunneler: A Ravener Alpha and it's Ravener brood may return to reserves at any point during the user's movement phase and may attempt to reenter play via deep strike on the user's next turn. The Ravener Alpha and it's brood may not reburrow on the same turn that they emerged. Infantry models and other Raveners may emerge from the points where the Ravener Alpha has burrowed and emerged from reserves as per the Trygon rules without scattering.
Alpha Ravener: Bred to be highly in tune with other Raveners, Ravener Alphas guide their fellows like high speed puppets of death, letting them fight and shoot with greater skill than they otherwise would. When placed in a Ravener brood, all models within the brood use the Alpha's ballistic skill and weapon skill stats. Furthermore, Ravener Alphas make their fellow Raveners scoring, but do not move them to the troops slot.
May replace scything talons with Rending claws,
May take:
Devourer
Deathspitter
Spinefists
May take any of the following biomorphs:
Adrenal Glands
Toxin Sacs
Regeneration
Metal eater shots
Enhanced muscle coils:
Metal eater shots: A new sort of ammo developed by the hive mind, this ammunition greatly increases the effectiveness of tyranid projectile organisms by slathering them in a special corrosive agent that can burn through even the thickest armor given luck and weight of shots, so far though; only synapse organisms seem to develop this new biomorph. Grants armorbane and rending to shooting attacks.
Enhanced muscle coils: A new biomorph first seen in the Aurelian subsector that is now rank amongst burrowing tyranid organisms in the Inciphis region (this can be taken by Raveners, Mawlocs, Haruspexes, Trygons et al), these enhance the muscles involved in the burrowing process and allow these underground dwelling Tyranids to attack almost immediately after appearing from below as they emerge from the ground in one clean motion and engage in furious melee and allows it to burrow through stronger materials to get closer. A model with this biomorph may assault on the turn it deep strikes and allows it to reroll scatter dice for deep striking, with the user taking whichever he prefers.
Fluff: First commonly seen in the Aurelian Subsector by the Blood Ravens chapter of Space Marines and assorted Imperial Guard regiments, the Ravener Alpha has now become a very much standard part of Tyranid swarm as the forty second millenium rolls ever onwards and the galaxy buckles and bends as the Tyranids send endless waves from the colossal hive fleet bloated beyond the most pessimistic of estimations by devouring the massive star faring creatures of other galaxies such as the void whale.
But even this colossal fleet must contend with running headlong into a galaxy now at all out war between factions as diverse as the Eldar of all varieties, the Slaugth, the Hrud, the Slann, the Orks, the Umbra, the Imperium, Pirates and ne'er do wells of all flavors, the ruinous powers, the Necrontyr, the Tau Empire and her clients, the Barghesi, the Rak'gol, the Thyrrus, the Qo'orl, the Sarhuadin, the Draxians, the K'nib, the Khrave, a new Enslaver plague, the Enoulians, and the Fra'al to name but a few.
Leading many of the burrowing abominations of the Tyranid swarm is the Ravener Alpha. Identified by it's somewhat greater size, the appearance of a Ravener Alpha typically signifies that one will have to watch the ground beneath them. In the perennially unfortunate and impossibly fractured and divided Inciphis region in the Ultima Segmentum, the Ravener alpha is a worryingly common sight. So many varieties of foes dwell there, but so many of them forget to deal with the possibility of attack from beneath their feet.
With it's larger Trygon prime brother, the Ravener Alpha brovides crucial synapse to these subterranean assaulters, keeping them in the reach of the hive mind and extending the evil touch of the shadow of the warp as well as much more visceral terror to those less psychically gifted. Given their ability to appear with little warning or notice with deadly precision, the Ravener Alpha often leads it's broods to appear before an enemy commander and lay down a withiring barrage of fire before charging forth and ripping them into bloody shreds.
During the fall of subsector Jyrll, lost to the Imperium centuries prior to a vast chaos warband during the 13th Black Crusade that boasted nearly thousands of chaos space marines, millions of xenos mercenaries and those aliens willingly corrupted, nearly a billion traitor guardsmen, billions of armed cultists, countless heretical machines made with Abominable intelligence as well as straight up daemon engines, daemon shrines, a dreadful fleet, and defenses set up by proud Iron warriors with Word Bearer, Emperor's Children and renegade chapter (identified as the blessings of Tzeentch, Dark Desecrators, Devils of Rot, Bleak Despoilers, Voices of Ruin, Blasphemer's spite, and the Fury of Blood renegade chapters and independent warbands) support, the Ravener Alpha was a common sight during the breaking of Chaos' back in the subsector.
----------------War for Subsector Jyrll and the downfall of Alkvari part 1--------------------------------------
The forces of Chaos were well prepared and had seen off assault from all comers in their many centuries of turning the Jyrll subsector into a nightmare of evil, with fresh recruits to draft into the armies of chaos and even neophytes to make into the power armor clad beloved of the dark gods all at the beck and call of the infamous Chaos Lord turned Daemon Prince Alkvari the Dark Conqueror of the Dark Desecrators who had grand designs for further expansion and glory.
The Tyranids on the other hand, had been drawn by extensive genestealer cults that formed in the sniveling masses of cultists on the Chaos Worlds. Ironically, now it was the forces of Chaos that had to uproot cults eating it's society from within. But in time the cults numbered in their billions, doggedly spreading as Alkvari expanded his dominions to encompass more worlds. Alkvari was more concerned with expanding his rulership, dreaming not of destruction as many other lords of chaos did, but of creating an empire, a new Imperium of Chaos. He dreamed of conquest, not destruction, and the task of uprooting genestealer cults was as dreary as the task of uprooting remaining loyalists and uncoverted xenos.
It was to be his loss, as the sheer magnitude of the psychic beacon drew forth a colossal portion of Hive Fleet Hydra. He and his sorcerers sensed the very warp darkening from the shadow as the hive fleet encircled his kingdom of darkness and it's ongoing conquests. Across many of his systems what at first glance seemed to be an entire set of new stars and planets emerged, a force that was in truth a force of unimaginable scale. Sensing the arrival of their brethern, the Genestealer cults, long in hiding; emerged to attack.
With many of his ships away in acts of conquest, the core worlds of Alkvari's empire were worryingly open. Caught by surprise, the Legions of Chaos still gave what in a perverse sense, was a heroic fight. The subsector screamed with conflict, but whereas every warrior Alkvari lost meant anything from the erasement of weeks to years of investment, the Tyranids gleefully consumed the fallen of all sides and the biomass and elemental building blocks of the worlds themselves, creating fresh reinforcements in mere moments, each fully grown and bred with all the skills needed for war.
Realizing that a war of attrition was not one he could win, Alkvari demanded greater efforts from his daemonic summoners and heretek priests to bring forth daemons and create autonomous machines for war. But the Hive Mind had by now, become well aware of how to deal with industrial worlds regardless of their allegiances. After all, had worlds like Graia, Gryphonne IV, and Megyre not fallen before it? Great beasts such as the terrible Haruspex prime known as the Tremorbeast, the vile ravener alpha called the Red Terror, and a murderous Trygon Prime called the lightning snake, and the Mawloc Alpha simply dubbed "Jaws" lead their hosts of serpentine monsters to burrow through Dark steel, tearing at the foundations of the manufactorums, smashing the machines and devouring the slaved workers while other great beasts stalked the surface of the doomed world.
The Ravener alpha lead many of these underground assaults, striking at many strategic points with an underground swarm of Tyranids and wreaking havoc amongst the Forge world's defenses and production systems. The First Acolyte Jagrul who was entrusted to the defense of one of the great forges was himself felled by a host of Ravener Alpha led broods backed by the great Trygons, Haruspexes, Rippers, and Mawlocs emerging before him as he gave forth his sermon. The First Acolyte bellowed forth litanies of hatred and ruin as he tried to direct his warriors as the serpent beasts ran rampant, and brandished his daemonic dark blade at the lead Ravener Alpha, the infamous red terror as it devoured one of his battle brothers, but as he made his moves to challenge the beast, no less than ten ravener alphas with corrosive deathspitters turned to face him and reduced him into a bubbling puddle before he could finish the second step of his charge.
The Alphas cunningly guided their lesser brethern as they hacked into the bodies of the chaos tainted enemies, the skies no longer glowing with that evil hue of chaos, but the weird auras of a world whose weather was being twisted to the hive mind's will to make it as lush and fruitful as possible for the feast that was to come. The chapter master turned chaos lord of the Voices of Ruin Hyrag Korlok met his end, locked in his bunker with his personal guard, only for a swarm of raveners and their alphas to break in from the sides of the bunker and press into the underground building from all sides.
Hyrag managed to slay many a Tyranid with his terminator guard, but even his Black Mace could only kill so many before a Ravener Alpha smashed it's rending claws into his helmet and popped his skull like a grape.
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 19:09:46
Subject: Re:Your Own Unique characters in 40K
|
 |
Yellin' Yoof
|
Another one, this one I came up with for a Dawn of War style tournament a friend of mine set up where we each had a special character and took "territories" to advance in the game:
The Brothers Gormek 225pts
WS5, BS2, S5, T5, W3, I3, A4, LD9, S3+
Unit Composition:
- 1 (Unique)
Wargear:
Da Bloody Hammer
Grot Slaves
Personal Force Field
Kustom Blasta-X
Kustom Force Field
Unit Type:
- Infantry
Special Rules:
Independent Character
Furious Charge
Mob Rule
Waaagh!
Da Big Meks:
The Brothers Gormek allows two Deff Dreads to be taken as Troops choices
Special Rules:
The Brothers Gormek occupy 2 HQ choices in any army in which they are included. (Both models still count as unique, independent characters)
Wargear:
Grot Slaves: It takes many attendants to handle, repair, and lug the equipment around necessary to handle the Brothers’ eclectic gear. The Brothers Gormek have three ammo runts each, whom may take wounds incurred from the Kustom Blasta-X’s ‘Gets Hot!’ rule. These are separate from the ammo runts allowed by any unit in which they are attached.
Personal Force Field: The Brothers Gormek are equipped with their own ‘kustomized’ Personal Force Fields. It confers a 3+ armour saving throw, and also incorporates a 5+ invulnerable saving throw.
Da Bloody Hammer: The Brothers Gormek’s ‘kustomized’ powered choppa which counts as a Powerklaw in all respects.
Kustom Blasta-X: Commissioned by the infamous Warlord Nazdreg(for a hefty sum o’teef!) for use in his Mega-Armour, the Brothers maintain their own copies of the Kustom Blasta-X. Big Shootas modified to fire highly dangerous ‘Singularity Rounds’ which explode with the force of a tiny black hole, sucking in everything around them before immediately collapsing in upon themselves. It has the following profile:
Kustom Blasta-X
Range 36”
Strength 8
AP2
Assault 1
Special: Blast, Gets Hot!
Kustom Force Field: See page 34
The Brothers Gormek
The greatest of all Big Meks, the Brothers Gormek were born during a total eclipse of the Moon on the swamp world Orkefenokee. Unique among their fellow orks even from birth, they were born both of the same cocoon, and many an Ork believes that this occurrence has given them “Da brains o’two meks in one”. A gift they believe bestowed upon them as favored sons of Mork.
As the two “brothers” plied their trade and honed their skills through trial and error(and many the “accidental” deaths of Orks and Gretchin unfortunate enough to be involved in their experiments) they began the practice of smearing the blood of their victims upon their own creations, taking full advantage of their symbolic birth.
Using their immense notoriety and wealth gained of being in the Bad Moons clan, and their prowess among the ancient Ork trade of the Mek, the Brothers Gormek had accomplished by adolescence what many Ork Meks only dreamed of accomplishing, a large enough collection of Kanz and Dreads to qualify as a fully fledged mob of their own. And as the exploits of they and their machines grew in number, slaughtering hundreds of both Humans and Orks, their reputation and following began to eclipse that of their warboss, Boss Grimgrod.
So, the Brothers Gormek hatched a kunnin’ plan to leave the planet behind. Inviting any boyz looking for a good fight to come along, they took their force of Dreads, Kanz, and Battlewagons and assaulted an Imperial outpost on the planet, slaughtering everyone they could find and overrunning the Imperial Cruiser Emperor’s Vigilance, refitting it into the Brothers’ flagship.
Rechristened Da Bloody Moon, the Brothers Gormek began a lucrative career as infamous Ork Freebooterz. The Brothers’ crew, calling themselves the Bloody Moon Boyz, commit to action the hundreds of “kustomizations” the infamous meks make upon the face of the Cruiser causing an ever changing surface as new and fantastic contraptions are added to the machine, for better or worse, and cutting a swath of destruction throughout the Imperium’s western fringe for many blood-soaked decades…
The Blothorn Sector
As the tides of war begin their grisly encroachment upon the planets of the Blothorn Sector, Da Bloody Moon escapes the Warp along with its accompaniment of Roks, ‘kustom’ ships, fighters, junk, debris and general scrap.
The Brothers Gormek order a landing, caring little for others claims in the system. The Brothers merely slaughter all in sight, the Sector yet another prize in their WAAAAGH!
FAQs:
Do the Brothers Gormek count as separate independent characters or a unit of their own? The Brothers count as separate and unique independent characters in all respects, and may join separate units as per the independent characters special rules, one simply cannot take one brother without the other, and they take up two HQ slots in any army they are a part of.
When allocating wounds to the Grot Slaves from the Kustom Blasta-X’s Gets Hot! rule, does the wound still allow for the Brothers’ armor save? Yes, as the Grots(being sneaky cowardly gitz) take special care not to leave the protection of the Brothers’ Personal Force Fields, affording to them the same saves given to the Brothers. The Grot Slaves still count as Ammo Runts in all other respects, and are removed after any unsaved wounds incurred.
|
This message was edited 1 time. Last update was at 2013/06/24 20:53:46
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 20:30:08
Subject: Your Own Unique characters in 40K
|
 |
Confessor Of Sins
WA, USA
|
So...for 95 points each you get:
A warboss stats with a power klaw
With a 3+/5++
And a kustom force field so they pass a save on to other units
An S8 AP2 assault gun, with mathematically almost no chance of ever getting hot.
Two troop-choice Deff Dreds
Yeah, they are pretty darn close to broken and overpowered.
|
Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/24 20:34:53
Subject: Your Own Unique characters in 40K
|
 |
Yellin' Yoof
|
curran12 wrote:So...for 95 points each you get:
A warboss stats with a power klaw
With a 3+/5++
And a kustom force field so they pass a save on to other units
An S8 AP2 assault gun, with mathematically almost no chance of ever getting hot.
Two troop-choice Deff Dreds
Yeah, they are pretty darn close to broken and overpowered.
I can see the point, but I was playing against the Grey Knights, and the new Tau and CSM codexes. Comparatively speaking I thought they were fairly tame, >_>
That said, how about raising the cost to, say, Thraka's cost?
|
This message was edited 1 time. Last update was at 2013/06/24 20:47:24
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/25 17:21:18
Subject: Re:Your Own Unique characters in 40K
|
 |
Alluring Mounted Daemonette
|
Archon Vorl-Xoelanth, Master of the Kabal of the Dying Sun
180 points
Type: Jump Infantry (character)
Composition: 1 (unique)
WS7 BS7 S4 T3 W3 I7 A4 Ld10 Sv4+
Wargear: Ghostplate armor, plasma grenades, haywire grenades, haywire blaster, power lance, shadowfield, combat drugs
Special Rules: Independent Character, Power from Pain, Night Vision
Master of the Night: The game automatically begins as Night FIghting
|
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 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/25 17:32:45
Subject: Your Own Unique characters in 40K
|
 |
Fixture of Dakka
Temple Prime
|
Any comments on the Ravener alpha before I make the Red Terror?
|
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.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/25 18:15:23
Subject: Re:Your Own Unique characters in 40K
|
 |
Ghastly Grave Guard
Uk
|
CalasTyphon216 wrote:Archon Vorl-Xoelanth, Master of the Kabal of the Dying Sun
180 points
Type: Jump Infantry (character)
Composition: 1 (unique)
WS7 BS7 S4 T3 W3 I7 A4 Ld10 Sv4+
Wargear: Ghostplate armor, plasma grenades, haywire grenades, haywire blaster, power lance, shadowfield, combat drugs
Special Rules: Independent Character, Power from Pain, Night Vision
Master of the Night: The game automatically begins as Night FIghting
why strength 4?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/27 08:29:15
Subject: Re:Your Own Unique characters in 40K
|
 |
Regular Dakkanaut
|
The following is my attempt at a "Horus-like Chapter Master" for the "Luna Sons" DIY chapter...
CHAPTER MASTER HORUS OF THE LUNA SONS (names are placeholders)
WS7 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Luna Maul, Death Claw, Tartaros Terminator Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (Luna Sons), Weapon Mastery, Teleport Strike
Luna Maul: A Master-Crafted Thunderhammer that strikes at Strength 10.
Death Claw: A Master-Crafted Lightning Claw with a twin-linked Storm Bolter which fires at S5 AP3 Assault 3.
Chapter Tactics (Luna Sons): Replaces Combat Tactics. As long as "Horus" is alive, all Luna Sons
Weapon Mastery: "Horus" can divide his Attacks between both of his weapons.
Teleport Strike: "Horus" and any Terminator unit he is with do not scatter if they enter play via Deep-Strike.
It is a WIP. Points estimate would be appreciated. Automatically Appended Next Post: NeoAigaion wrote:The following is my attempt at a "Horus-like Chapter Master" for the "Luna Sons" DIY chapter...
CHAPTER MASTER HORUS OF THE LUNA SONS (names are placeholders)
WS7 BS5 S4 T4 W3 I5 A4 LD10 SV2+
Unit Type: Infantry (Character)
Wargear: Luna Maul, Death Claw, Tartaros Terminator Armour, Iron Halo, Frag and Krak Grenades
Special Rules: IC, ATSKNF, Chapter Tactics (Luna Sons), Weapon Mastery, Teleport Strike
Luna Maul: A Master-Crafted Thunderhammer that strikes at Strength 10.
Death Claw: A Master-Crafted Lightning Claw with a twin-linked Storm Bolter which fires at S5 AP3 Assault 3.
Chapter Tactics (Luna Sons): Replaces Combat Tactics. As long as "Horus" is alive, all Luna Sons have +1 Leadership. Furthermore, if a unit of Luna Sons outnumbers an enemy unit in close-combat, each model in the Luna Sons unit gains +1 Attack.
Weapon Mastery: "Horus" can divide his Attacks between both of his weapons.
Teleport Strike: "Horus" and any Terminator unit he is with do not scatter if they enter play via Deep-Strike.
It is a WIP. Points estimate would be appreciated. 
|
This message was edited 1 time. Last update was at 2013/06/27 08:31:11
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/27 12:11:13
Subject: Re:Your Own Unique characters in 40K
|
 |
Tough-as-Nails Ork Boy
|
Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown
The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.
Stats:
WS:7 BS:4 S:5 T:6 I:6 A:5 W:3 LD:10
Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll on reserve roles and deep striking scatter rolls on any Jump pack unite.
War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and over-sized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.
These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during movement after hit and run.
Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin lightning claws: gains D3 on assault charge, re-roll 1's for wounding in addition to normal re-rolls granted by artificer lighting claws
Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy units initiative in CC. This is also the amount by which Erebus gains attacks by at these states. S:- AP:3 I:6+D3
On a roll of double 6's, the enemy unit losses the will to fight all together and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight this turn and have an initiative of one until their following turn.
Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.
|
This message was edited 2 times. Last update was at 2013/06/27 21:49:13
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/27 12:29:00
Subject: Re:Your Own Unique characters in 40K
|
 |
Fireknife Shas'el
|
Mojo1jojo wrote:Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown
The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.
Stats:
WS:7 BS:0 S:5 T:6 I:6 A:5 W:3 LD:10
Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll reserve roles and deep striking scatter roles on any assault unite.
War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and oversized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.
These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during move after hit and run.
Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin power claws: gains D3 on assault charge, re-role ones on to-wound in addition to normal to-wound re-rolls
Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy’s unit initiative in CC. This is also the amount by which Erebus gains attacks by these states. S:- AP:3 I:6+D3 On a roll of two 6’s enemy unit losses the will to fight and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight until their turn and have initiative of one utile their following turn.
Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/27 12:38:28
Subject: Re:Your Own Unique characters in 40K
|
 |
Ichor-Dripping Talos Monstrosity
|
McNinja wrote:first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I would hazard a guess, that it's to try and make it 50-60 points cheaper, and nothing else. I will comment on it, and cost it as is, with a proper Chapter Master BS. Check back to this post in 10 minutes.
|
This message was edited 1 time. Last update was at 2013/06/27 12:43:20
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2013/06/27 12:51:09
Subject: Re:Your Own Unique characters in 40K
|
 |
Tough-as-Nails Ork Boy
|
McNinja wrote: Mojo1jojo wrote:Raven Guard Chapter Master
Origins: Unknown
Name: Unknown
Whereabouts: Unknown
The biggest humiliation of the Raven Guard was the infiltration of their ranks by the Alpha Legion. Learning from this, the Raven Guard learned and adapted the ability prevent such a thing from ever happening again. This has led to the autonomy by which they work, each unit having the capability to work without command. With the system by which the Raven Guard operates little is known about their chapter master, which is exactly how they want it. Shrouded in mystery and working from the shadows, the Ravens Guards chapter master is so good at employing stealth tactics that his immeasurable deeds have gone unnoticed, both by the people he has insured victory for and the enemies who never see it coming. Although he goes by many names the most popular known among the few Raven Guard that know of their Chapter master, or have the honor to fight by his side, is Erebus.
Stats:
WS:7 BS:0 S:5 T:6 I:6 A:5 W:3 LD:10
Special Rules:
Independent Character/Eternal warrior
And They Shall Know no Fear
Flight of the Raven: Honor Guard that accompany Erebus are considered Vanguard and can assault after deep striking
Dance of the Raven: Erebus and his unite are given Hit and Run special rules
Infiltrate/Scout
Lord of The Shadow: If unite is assaulted from the rear they cannot over watch
Know Thy Enemy: Erebus is a master tactician and as such allows re-roll reserve roles and deep striking scatter roles on any assault unite.
War gear:
Wings of The Raven: The Astartes Jump Pack is an integral part of the Raven Guard doctrine and image. Over the centuries, the Chapter’s Techmarines have recovered and restored many variant and forgotten examples of the Jump Pack, and among these is the relic known as the Wings of the Raven. With long, curved air intakes and oversized thrusters, this jet-black artifact Jump Pack is significantly more powerful than a standard pattern Astartes Jump Pack. This relic has seen heavy use by several Raven Guard Astarte’s in the Canis Salient of the Jericho Reach, its powerful thrust helping close the distance to the Tau’s deadly Fire Warriors.
These Jump packs are only trusted to few including Erebus and his honor/Van guard. It allows D3 addition to assault charges which can be rerolled with fleet special rule. It allows 2D6 for consolidation and one extra D6 during move after hit and run.
Raven's Talons: Rumored to be constructed from Corax’s broken talons from Istvaan V these master crafted artificer talons have the capability to cut through even terminator armor.
Ap:2 Twin power claws: gains D3 on assault charge, re-role ones on to-wound in addition to normal to-wound re-rolls
Power Whip: Having obtained this whip from a Tyranid tyrant he dispatched, at a great cost, and customized to utilize for his needs, this whip emits strange energies and has the ability to make any enemy think twice before attacking. Instead of hammer attack roll a 2D3 and pick the highest to subtract from enemy’s unit initiative in CC. This is also the amount by which Erebus gains attacks by these states. S:- AP:3 I:6+D3 On a roll of two 6’s enemy unit losses the will to fight and must take an initiative test which auto fails on a 5 or a 6. If this test is failed enemy unit cannot fight until their turn and have initiative of one utile their following turn.
Raven Shadow Armor: 2+ relic armor gives shroud and stealth, also worn by Vanguard/honor guard, although Erebus is a little bit more special. Erebus’s armor is immune to ignores cover special rule.
first, fix the spelling errors. Second, why is a space marine chapter Master BS0?
I thought since he has ridiculous WS toughness and strength, especially for a space marine,that I should nerf him on Shooting. Plus he has no guns.
|
This message was edited 2 times. Last update was at 2013/06/27 12:55:31
|
|
 |
 |
|
|