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Made in fi
Boosting Space Marine Biker





 Blacksails wrote:
My question about heroic intervention is that is states that when a jump pack equipped unit arrives via deepstrike they may assault.

Which leads me to believe that it only applies to jump pack units, which also makes sense for who could apply to.


You're absolutely right. Maybe I should describe the special rule differently, such as:

"Up to two units are allowed to exchange their Combat Tactics into Company Tactics special rule. Units with this rule are allowed to declare an assault during the same turn they've arrived from deep strike instead of shooting or running. The unit cannot declare an assault if an independent character has joined them. Company Tactics is an equivalent to Chapter Tactics special rule, thus if more than one unit in your army has Chapter Tactics rule, you must choose which version will apply."

Innocentia Nihil Probat.
Son of Dorn  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 Tigramans wrote:
 Blacksails wrote:
My question about heroic intervention is that is states that when a jump pack equipped unit arrives via deepstrike they may assault.

Which leads me to believe that it only applies to jump pack units, which also makes sense for who could apply to.


You're absolutely right. Maybe I should describe the special rule differently, such as:

"Up to two units are allowed to exchange their Combat Tactics into Company Tactics special rule. Units with this rule are allowed to declare an assault during the same turn they've arrived from deep strike instead of shooting or running. The unit cannot declare an assault if an independent character has joined them. Company Tactics is an equivalent to Chapter Tactics special rule, thus if more than one unit in your army has Chapter Tactics rule, you must choose which version will apply."


So just to clarify, this would include terminators, correct?

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in fi
Boosting Space Marine Biker





 Blacksails wrote:
So just to clarify, this would include terminators, correct?


Yes, you are right.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 Tigramans wrote:
 Blacksails wrote:
So just to clarify, this would include terminators, correct?


Yes, you are right.


As I thought. Its obviously a powerful ability, seeing as TH/SS termies are still pretty excellent even in 6th (mainly due to the power weapon nerf helping 2+), so I'd personally up the cost of your character considering that. I don't know to how much, as there's nothing really set in stone about it, but maybe another 10pts would make your opponents feel more comfortable.

Food for thought.

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in fi
Boosting Space Marine Biker





 Blacksails wrote:
As I thought. Its obviously a powerful ability, seeing as TH/SS termies are still pretty excellent even in 6th (mainly due to the power weapon nerf helping 2+), so I'd personally up the cost of your character considering that. I don't know to how much, as there's nothing really set in stone about it, but maybe another 10pts would make your opponents feel more comfortable.

Food for thought.


Would 215 points sound reasonable?

Innocentia Nihil Probat.
Son of Dorn  
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 Tigramans wrote:
 Blacksails wrote:
As I thought. Its obviously a powerful ability, seeing as TH/SS termies are still pretty excellent even in 6th (mainly due to the power weapon nerf helping 2+), so I'd personally up the cost of your character considering that. I don't know to how much, as there's nothing really set in stone about it, but maybe another 10pts would make your opponents feel more comfortable.

Food for thought.


Would 215 points sound reasonable?


With or without the hammer?

Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Confessor Of Sins




WA, USA

And no worries about it. Kinda late to the party, but eh. No hard feelings, but when I post here I'm in an analytical and critical mood. A good rule of thumb, at least for me, is that if I am engaging with you, I'm doing what I can to help. But no sweat.

Now for your character, I see I'm getting into the middle of the conversation about his Chapter Tactics and I had similar questions to Blacksails. My question for you is what happens to other squads that you do not give the assault buff to? Do they keep their usual Chapter Tactics, or are they gone?

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in fi
Boosting Space Marine Biker





 Blacksails wrote:
With or without the hammer?


215 points without the hammer, 235-255 with it.

 curran12 wrote:
I see I'm getting into the middle of the conversation about his Chapter Tactics and I had similar questions to Blacksails. My question for you is what happens to other squads that you do not give the assault buff to? Do they keep their usual Chapter Tactics, or are they gone?


The units which aren't chosen to replace their Combat Tactics, will keep it as normal. The only ones affected by the change are the two units.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
Sadistic Inquisitorial Excruciator





Good Ol' Texas

Heres a shot at Nassir Amit, the First Chapter Master of the Flesh Tearers (http://wh40k.lexicanum.com/wiki/Nassir_Amit#.Ufg0rI1vNAM)

Nassir Amit, First Chapter Master of the Flesh Tearers – The Flesh Tearer (Codex: BA HQ)

WS:7 – BS:5 – S:4 – T:4 – W:3 – I:6 – A:4 – LD:10

Equipment: Terminator Armor, Iron Halo, Teleporting Homer

The Tearers(Needs better name xD): The Tearers are Amit’s two cherished Chain Fists.

(Amit carries 2 of these, so he gets +1 Attack. He can also use the shooting profile for both The Tearers as if they were pistols)[/i]

S: x2 – AP:2 – (Armourbane, Unwieldy)

Shooting Profile: R:24 – S:4 – AP:4 (Assault 2)


Special Rules: Fearless, Fear, Adamantium Will, Rage

Scarred Veterans: Amit and his unit automatically fall to the Red Thirst.

RIP AND TEAR(Again, needs better name): Tactical Squads in a force containing Amit can take combat knives at 1 ppm.

Warlord Trait: D3 Friendly Blood Angel units gain Rage.


I was thinking maybe 240~

Thoughts?

Lucarikx

Edit: Fixed the Tearers

This message was edited 6 times. Last update was at 2013/07/30 22:03:53



 
   
Made in us
Confessor Of Sins




WA, USA

I see. In that instance, I would cost it pretty high, as you get the best of both worlds. If I recall correctly (and I very well could be wrong, since I have never played as Codex marines), but doesn't a character's own tactics completely replace combat tactics for all squads? With your arrangement, your deep striking assault squads get their rule, and your non-assaulters keep their relatively useful Combat Tactics.




Automatically Appended Next Post:
 Lucarikx wrote:
Heres a shot at Nassir Amit, the First Chapter Master of the Flesh Tearers (http://wh40k.lexicanum.com/wiki/Nassir_Amit#.Ufg0rI1vNAM)

Nassir Amit, First Chapter Master of the Flesh Tearers – The Flesh Tearer (Codex: BA HQ)

WS:7 – BS:5 – S:4 – T:4 – W:3 – I:6 – A:4 – LD:10

Equipment: Terminator Armor, Iron Halo, Teleporting Homer

The Tearers(Needs better name xD): The Tearers are Amit’s two cherished Chain Fists.

The Tearers: (Amit carries 2 of these, so he gets +1 Attack. He can also use the shooting profile for both The Tearers as if they were pistols)

S: x2 – AP:2 – (Armourbane, Rending)

Shooting Profile: R:24 – S:4 – AP:4 (Assault 2)

Special Rules: Fearless, Fear, Adamantium Will, Rage

Scarred Veterans: Amit and his unit automatically fall to the Red Thirst.

RIP AND TEAR(Again, needs better name): Tactical Squads in a force containing Amit can take combat knives at 1 ppm.

I was thinking maybe 240~

Thoughts?

Lucarikx



So...he kicks out 6 S9 AP2 Armorbane Rending attacks on the charge? At Initiative order?

And really? Rending on those? This just reeks of "I want ALL the rules!" even though in this case, Rending does NOTHING for this character (he is already AP2 and he has Armorbane). You need to lay off of the crazy overapplication of rules.

This message was edited 1 time. Last update was at 2013/07/30 21:57:45


 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in fi
Boosting Space Marine Biker





So, would you suggest something else instead? I'd like to use/create rules that are unique, or at least not-so-popular. I was also thinking of this another character - the Chapter Master - that would army-wide replace Combat Tactics with either Fearless, Rampage, or both.

[OOPS! Accidental double-post! I clicked the Submit button ONCE, and it cloned my comment!]

This message was edited 1 time. Last update was at 2013/07/30 21:59:00


Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
Sadistic Inquisitorial Excruciator





Good Ol' Texas

@Curran: Heh, my bad. There should have been Unwieldy in the profile. I do agree, Rending is a bit OTT.

I've updated my post to fix that xD

What do you guys think about the points cost?

Lucarikx

This message was edited 1 time. Last update was at 2013/07/30 22:06:08



 
   
Made in us
Confessor Of Sins




WA, USA

 Tigramans wrote:
So, would you suggest something else instead? I'd like to use/create rules that are unique, or at least not-so-popular. I was also thinking of this another character - the Chapter Master - that would army-wide replace Combat Tactics with either Fearless, Rampage, or both.

[OOPS! Accidental double-post! I clicked the Submit button ONCE, and it cloned my comment!]


Well, I think in the case of Combat Tactics, the trick is to find something that every unit can theoretically use, but is not something that can really blow the game wide open. With your current arrangement, if I was using the character, I would take him, two massive squads of TH/SS terminators and just watch the world burn as I drop 20 terminators on my opponent who can assault right out of the gate.

If I remember right, you described your character as a sort of all-rounder, correct? In that case, his rule should reflect the overall versatility of his tactics. Furious Charge fits a more assault-oriented role nicely. Or possibly re-rolls to sweep/consolidate. Stuff like that would be more fitting, and a less smashing to the game.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

My apologies for going a bit OT but are there any tips on how to make a good/not OTT character (general things to stay away from)?

Also I'd recommend curran's opinion of swapping it for something like re-rolling sweeps or furious charges. It seems like your army leans on termies so this gives a boon to their effectivness whilst not being as over-the-top good as two deepstriking termies auto-ccing when few other things can even think of the notion and often cost so much they are rarely if ever played.

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in ca
Lord of the Fleet






Halifornia, Nova Scotia

 StarTrotter wrote:
My apologies for going a bit OT but are there any tips on how to make a good/not OTT character (general things to stay away from)?

Also I'd recommend curran's opinion of swapping it for something like re-rolling sweeps or furious charges. It seems like your army leans on termies so this gives a boon to their effectivness whilst not being as over-the-top good as two deepstriking termies auto-ccing when few other things can even think of the notion and often cost so much they are rarely if ever played.


Blacksails' abbreviated guide to making custom units that don't suck

Do: Have a cool idea for a unique unit that fills a role not provided by something that already exists in your codex.
Don't: Take something that already exists, make it unquestionably better, and just slap on some extra points. Points cost does not create balance.

Do: Make something with legitimate drawbacks if its significantly better than similar units. Increase in points is not a drawback on its own. Something truly gimping.
Don't: Base your units on a clearly overpowered unit as a justification to create a similarly overpowered unit. This was exemplified by every GK player creating their own 'Dragos' because...well, Drago.

Do: Keep it simple.
Don't: Slather your unit with a dozen special rules and pieces of wargear. For marine characters, this generally involves have no more than three special 'things', be they wargear items or special rules.

Do: Keep it simple. Seriously. When I mean simple, I mean a relatively new 12-year old to the game should remember the rules of your character after the first match.

Seriously. Simplicity is your ally, subtlety your friend.

Don't: Create some absurd fluff that does not fit with anything as a justification to take a Grey Knights Bane Blade or Chaos Sister of Battle. Just don't. You're not creative or original when you do it.

Do: Take criticism well. It may be harsh, it may be blunt, but if you post, accept the results.
Don't: Get defensive. Do not call people names, don't play the victim. Man up, take the critique like a grown adult who can set aside emotions to understand clear thinking. If you post it, accept it.

Do: Keep it simple. I can't emphasize this enough.
Don't: Go overboard with making up rules for everything. Most things you want can be represented by clever usage of existing units, especially marines! Your chapter is not some super special snowflake chapter that single-handedly saved Terra.

Do: Use logical pre-existing templates and math your units accordingly. We are not here to hand out pts for you. Do your research, read posts around here, learn our methods and apply them. We'll help fine tune.
Don't: Assume you know more than anyone on this board. Everyone here makes mistakes, even you.

Do: Remember these units will be played only in friendly games with friends; their primary purpose should serve to fill a unique fluff role in your army, and should generally be UNDERPOWERED before it errs on the side of even balance.
Don't: Be absurd. Just pause before you add that extra ability or piece of wargear.

Do: Have fun. Most of these rules are designed for fluff reasons. So have fun fluffing out your chapter/warband/regiment/kabal/whatever.

Just, be reasonable. Do research.

And I do mean abbreviated. I could write a lengthy article filled with good and bad examples for every one of those points and some I forgot about.

This message was edited 1 time. Last update was at 2013/07/30 23:13:02


Mordian Iron Guard - Major Overhaul in Progress

+Spaceship Gaming Enthusiast+

Live near Halifax, NS? Ask me about our group, the Ordo Haligonias! 
   
Made in us
Tzeentch Aspiring Sorcerer Riding a Disc




The darkness between the stars

 Blacksails wrote:
 StarTrotter wrote:
My apologies for going a bit OT but are there any tips on how to make a good/not OTT character (general things to stay away from)?

Also I'd recommend curran's opinion of swapping it for something like re-rolling sweeps or furious charges. It seems like your army leans on termies so this gives a boon to their effectivness whilst not being as over-the-top good as two deepstriking termies auto-ccing when few other things can even think of the notion and often cost so much they are rarely if ever played.


Blacksails' abbreviated guide to making custom units that don't suck

Do: Have a cool idea for a unique unit that fills a role not provided by something that already exists in your codex.
Don't: Take something that already exists, make it unquestionably better, and just slap on some extra points. Points cost does not create balance.

Do: Make something with legitimate drawbacks if its significantly better than similar units. Increase in points is not a drawback on its own. Something truly gimping.
Don't: Base your units on a clearly overpowered unit as a justification to create a similarly overpowered unit. This was exemplified by every GK player creating their own 'Dragos' because...well, Drago.

Do: Keep it simple.
Don't: Slather your unit with a dozen special rules and pieces of wargear. For marine characters, this generally involves have no more than three special 'things', be they wargear items or special rules.

Do: Keep it simple. Seriously. When I mean simple, I mean a relatively new 12-year old to the game should remember the rules of your character after the first match.

Seriously. Simplicity is your ally, subtlety your friend.

Don't: Create some absurd fluff that does not fit with anything as a justification to take a Grey Knights Bane Blade or Chaos Sister of Battle. Just don't. You're not creative or original when you do it.

Do: Take criticism well. It may be harsh, it may be blunt, but if you post, accept the results.
Don't: Get defensive. Do not call people names, don't play the victim. Man up, take the critique like a grown adult who can set aside emotions to understand clear thinking. If you post it, accept it.

Do: Keep it simple. I can't emphasize this enough.
Don't: Go overboard with making up rules for everything. Most things you want can be represented by clever usage of existing units, especially marines! Your chapter is not some super special snowflake chapter that single-handedly saved Terra.

Do: Use logical pre-existing templates and math your units accordingly. We are not here to hand out pts for you. Do your research, read posts around here, learn our methods and apply them. We'll help fine tune.
Don't: Assume you know more than anyone on this board. Everyone here makes mistakes, even you.

Do: Remember these units will be played only in friendly games with friends; their primary purpose should serve to fill a unique fluff role in your army, and should generally be UNDERPOWERED before it errs on the side of even balance.
Don't: Be absurd. Just pause before you add that extra ability or piece of wargear.

Do: Have fun. Most of these rules are designed for fluff reasons. So have fun fluffing out your chapter/warband/regiment/kabal/whatever.

Just, be reasonable. Do research.

And I do mean abbreviated. I could write a lengthy article filled with good and bad examples for every one of those points and some I forgot about.


Thank you very much! I'll think about it hard before posting them here then.

2375
/ 1690
WIP (1875)
1300
760
WIP (350)
WIP (150) 
   
Made in gb
Ichor-Dripping Talos Monstrosity






I'll chime in my 2 cents too, with my 'Character Creation Guide', though this is more the practical
When creating a character, after your initial idea / core, then it’s comparison, experience and restraint.

First look at similar characters, price things according to the cost of units / characters / wargear in the relevant codex.
Then move to other codexes and check against equivalent things there.
If all else fails, as a general rule, costing it at 10pts base per stat point, wargear or rule, and then modify accordingly.

It helps to work from the 'base' version of the character / unit (if available). Ensure it is never cheaper than running its 'standard' equivalent and don't do anything too absurd or gamebreaking.

I generally recommend rounding up, and that over costing is far better than under costing, as if someone looks at your unit and goes 'yeah, that's overpriced' or 'It costs that much and only does that?' They're going to let you use it.

Or, to look at it from the other side - if someone else put your unit down infront of you, said 'these are the rules, can I use it?' what would you say? (Realisticly.)

Additionally - come up with decent names. If it and its gear and rules are named well, people are that much more likely to accept it. It's not a huge factor, but I'm far more likely to accept 'Julian Lestat, 4th Lord of the Knights Errant' with his elegant singing swords to 'Super Marine God Man' with his pwnhammer.

And for a more indepth 'guide':
Spoiler:
The easiest way is to select the closest thing that already exists, then 'adjusting' the points like so:
Unit Type: +/-10pts depending on whether it's shifted from infantry to something better, or from something better to infantry, WS, BS, S, T, W, I, A- +/- 10pts per point of difference Ld- +/- 5pts per point of difference, Sv- +/- 10pts per point of difference.
Wargear:
Step 1: Cost all the wargear the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different wargear your character has, and add it. Standard Wargear, use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that wargear is a modified base, go with base cost +5pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique wargear, attempt to cost using the closest existing gear as a base, then adjusting based on differences.

Special Rules:
Step 1: Cost all the special the base character has, that your character doesn't have, and subtract it.
Step 2: Cost all the new / different special rules your character has, and add it. Guesstimate and use at the standard cost of the closest unit to yours (another HQ choice, an Elites choice etc.) If that special rule is a modified base, go with base cost +5-10pts per change made. (You can also give a guestimate up and down based on negatives / if it seems overcosted.)
Step 3: Any new and unique rules, attempt to cost using the closest existing rule as a base, then adjusting based on differences.
Adding Eternal Warrior is 35pts as stated in the Space Wolves Codex.

Options:
Price accordingly.

When done add 10% of the current cost / 10pts (whichevers lower.) as an 'anything you missed tax' then round up to the nearest 5 or 10 pts so it doesn't end up something silly like 173, or 228.

Always err on the side of Over costed if you're in doubt, it'll lead to people being more accepting of it.
Furthermore, always ensure you've spelt your character properly. And try to lay it out nicely / give things cool names.
i.e. - Wolf God Hammer sounds a bit crap, try and do something interesting, like Borealis Thunder Hammer.

Once you've done all this, forget this unit is your baby, that you've just spent ages carefully crafting the bugger, sit back and think like your opponent, objectively look at the unit, its stats, rules and cost, and think 'If someone else had made this, would I be happy to let them use it and play against it?'
If the answer is YES, put it up for review / playtest it, etc - there may have been something you missed / an unforeseen effect / synergy that makes things a bit overpowered.
Adjust up or down accordingly dependant on performance (or leave it as is and call it finished if it seems to play fine.)


I'll take a break from looking over otherfolks characters and whack some of my new Sisters characters in shortly.

   
Made in fi
Boosting Space Marine Biker





 curran12 wrote:

Well, I think in the case of Combat Tactics, the trick is to find something that every unit can theoretically use, but is not something that can really blow the game wide open. With your current arrangement, if I was using the character, I would take him, two massive squads of TH/SS terminators and just watch the world burn as I drop 20 terminators on my opponent who can assault right out of the gate.

If I remember right, you described your character as a sort of all-rounder, correct? In that case, his rule should reflect the overall versatility of his tactics. Furious Charge fits a more assault-oriented role nicely. Or possibly re-rolls to sweep/consolidate. Stuff like that would be more fitting, and a less smashing to the game.


Point taken, you might make a list with that rule that abuses terminators, but finally they'd actually become worth taking.

Furious Charge rule is quite overused and useless special rule - at least my experience with it has been proven rather "meh". When would I ever gain any reasonable benefits from Furious Charge, when I have rarely had an opportunity to assault enemies? If the squad doesn't have thunder hammers or power fists, I unfortunately find it useless. On the other hand, that'd also make termies rather abuse-a-licious, so probably I wouldn't take it. I do not intend to become a copy of Blood Angels.

But let's recap thic and clarify: It should be an all-rounder ability - at least preferably - and be balanced with on both offensive and defensive side, but if it goes more to the defence, that's not bad (descendants of Dorn, after all). I coule preferable be unique or least seen ability on the table. Counter-attack would sound nice, but that's too Wolfy-esque. Rampage would go on both worlds: offence and defence, since it lets you roll +1D3 attacks more per model in close combat, if you have less models than the opponent does - and naturally you can't have this benefit upon declaring the multi-assault. I've only seen it with a single Eldar unit, and if I recall right, that's an IC. Rampage would also be a gamble: it MAY be better than Counter-attack or Rage - or not, depending on the swing of your dice-rolling arm.

Innocentia Nihil Probat.
Son of Dorn  
   
Made in us
Stealthy Kroot Stalker






U.S.

Shas'La Fierceshot
The Fire Warrior that would one day become known as Fierceshot was a rather unremarkable student at the academy who graduated with no particular distinction. He went on to serve with acceptable merit with his fellow linesmen. He had neither the spark of tactical acumen of a leader, nor the stone cold determination of fighter. The only unique trait of this Fire Warrior was his uncanny ability with his pulse rifle. Fierceshot was able to strike targets at ranges that few could match. Not only that, his accuracy allowed him to pick out the weak points of just about any enemy be they the optical lenses of an Astartes or the fuel tank of an Ork Kan. Fire Caste Command jumped at this remarkable sharpshooter and immediately assigned him a Firesight Marksman Team. However, his performance was much less than expected. Although he was able to handle a pulse rifle phenomenally, it did not translate into skill with a markerlight designator. To capitalize on this hands-on skill, Fierceshot was reassigned again, this time to a Pathfinder sniper team. Once more, Fire Caste Command would be disappointed His marksmanship improved as expected, however he could not keep up with his comrades and his thunderous foot falls scared away all nearby creatures before he even reached their area of operation. Defeated, Command placed him back with the Fire Warrior teams. And here is where he would shine and earn his name. Fierceshot could put down a rampaging Nob before he could reach Tau lines. He could assassinate Imperial Guard Commanders and throw entire platoons into disarray. His squadmates are heartened to hear the pulse of his rifle fire knowing that with every searing ball of plasma he sends down range, one more foe of the Greater Good exists.

WS2 BS5 S3 T3 W1 I2 A1 Ld7 Sv4+
Type: Infantry
Equipment: Pulse Rifle, Combat Armor, Photon Grenades
Special Rules:
Marksman - All of Fierce Shots shooting attacks are Precision Shots. Also, rolls to wound of 5+ are AP2
Inspirational Shot - Whenever a character suffers an unsaved wound from one of Fierceshot's shooting attacks, the next friendly Tau unit to fire at that unit may reroll 1s to hit and wound.

Not sure what to cost him as their's not much to go by. I mean he can snipe out MEq special models fairly frequently. But he can't reliably hurt anything T6+. But he can also buff the next firing unit. I'm thinking a cost range of around +25-45pts on top of a FW's 9pts.

This message was edited 1 time. Last update was at 2013/07/31 11:46:36


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






I would honestly make it rending instead of ap2 on a 5+.
Otherwise, I like the concept and will give a full review when not on my phone.

   
Made in us
Fireknife Shas'el





United States

 acekevin8412 wrote:
Shas'La Fierceshot

WS2 BS5 S3 T3 W1 I2 A1 Ld7 Sv4+
Type: Infantry
Equipment: Pulse Rifle, Combat Armor, Photon Grenades
Special Rules:
Marksman - All of Fierce Shots shooting attacks are Precision Shots. Also, rolls to wound of 5+ are AP2
Inspirational Shot - Whenever a character suffers an unsaved wound from one of Fierceshot's shooting attacks, the next friendly Tau unit to fire at that unit may reroll 1s to hit and wound.

Not sure what to cost him as their's not much to go by. I mean he can snipe out MEq special models fairly frequently. But he can't reliably hurt anything T6+. But he can also buff the next firing unit. I'm thinking a cost range of around +25-45pts on top of a FW's 9pts.
I like it. I agree that it should be Rending instead of AP2, that would allow for a bit more damage occasionally, especially to vehicles.
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Could I please get a look in, I think I my post my of been buried underneath a surge of other posts. Inconvenient Jerks

 
   
Made in us
Fireknife Shas'el





United States

You may have to repost. Things can get buried fast here.
   
Made in gb
Angered Reaver Arena Champion




Connah's Quay, North Wales

Repost.

Phoenix Lord Zandros, The bladed Hurricane. 240pts?

Ws8
Bs8
S4
T4
W3
I8
A4
Ld10
Save 2+

For the record, bump in stats aren't because this phoenix lord is better then the others. Its because I think all phoenix lords should have this stat line. They should be better in combat then a lowly Archon and at least match an assassin.

Wargear. Phoenix armour, plasma grenades,

Remnants of glory
Slicing Orbs of Zandros. Ancient, battered silver orbs are inset into the phoenix lords amour. When battle calls these orbs, beckoned by Zandros's psykic stimuli, begin to orbit Zandros akin to a small moon. Zandros then orders the orbs to fly amongst the seething masses of interlopers and then they explode in a scintillating flash of blades which leaves enemies in bloody chunks.

Range18 Str 5 Ap -assault 2,blast, pinning, rending.
or Range Melee, Strength +1, Ap -, rending, Bladed rotation*

* Zandros inflicts an automatic hit on any enemy model in base contact with him, as well as making his normal attacks.

Warlord traint: Mark of the incomparable hunter

Special Rules:
Ancient doom, battle focus, Eternal warrior, Fearless, Fear, Fleet, Independent character, Psyker (mastery level 2), SoulFire.

SoulFire.Every phoenix lord's armour invariably contains the souls of thousands of powerful exarchs, each spirit coalesced into the greater spirit of the armour much akin to a miniature infinity circuit. This gives the phoenix lord a deep well of psykic power to draw upon with surrounds the Lords warp shadow in blazing soulfire which absorbs and reflects foul Magiks,

The phoenix lord has the Adamantium Will USR and for each successful deny the witch attempted rolled by the phoenix lord the psyker that attempted the power must take a blinding test, as well as any enemy daemons or psykers within 6 inches.

Can only choose powers on the telekinesis table.

Exarch Powers
Fast shot, Course of blades*

Grants a 4+ cover save to Exarch against any weapon blow strength 8, by way of the mystical orbs blocking the blow or obscuring the target.

The Aspect has been mentioned a few times and I think they deserve a phoenix lord. I imagine the aspect to use there psykic powers to levitate bladed spinning orbs to throw at the enemy of use in combat. I figured that 3 small blasts at AP - wont be OP, and his melee is decidedly worse then all the other lords, but the real difference is the level 2 psyker, of a fairly mediocre table, but its still a big difference. I think all phoenix lords should get SoulFire and Fear because of there towering psykic presence. Each eldar soul is a psyker, and a phoenix lord is made up of thousands of them.

Not entirely sure on the price though, maybe someone could help me out?

 
   
Made in gb
Ichor-Dripping Talos Monstrosity






ALEXisAWESOME wrote:Could I please get a look in, I think I my post my of been buried underneath a surge of other posts. Inconvenient Jerks

I'll come to you in a minute.

acekevin8412 wrote:Shas'La Fierceshot
Spoiler:

The Fire Warrior that would one day become known as Fierceshot was a rather unremarkable student at the academy who graduated with no particular distinction. He went on to serve with acceptable merit with his fellow linesmen. He had neither the spark of tactical acumen of a leader, nor the stone cold determination of fighter. The only unique trait of this Fire Warrior was his uncanny ability with his pulse rifle. Fierceshot was able to strike targets at ranges that few could match. Not only that, his accuracy allowed him to pick out the weak points of just about any enemy be they the optical lenses of an Astartes or the fuel tank of an Ork Kan. Fire Caste Command jumped at this remarkable sharpshooter and immediately assigned him a Firesight Marksman Team. However, his performance was much less than expected. Although he was able to handle a pulse rifle phenomenally, it did not translate into skill with a markerlight designator. To capitalize on this hands-on skill, Fierceshot was reassigned again, this time to a Pathfinder sniper team. Once more, Fire Caste Command would be disappointed His marksmanship improved as expected, however he could not keep up with his comrades and his thunderous foot falls scared away all nearby creatures before he even reached their area of operation. Defeated, Command placed him back with the Fire Warrior teams. And here is where he would shine and earn his name. Fierceshot could put down a rampaging Nob before he could reach Tau lines. He could assassinate Imperial Guard Commanders and throw entire platoons into disarray. His squadmates are heartened to hear the pulse of his rifle fire knowing that with every searing ball of plasma he sends down range, one more foe of the Greater Good exists.

WS2 BS5 S3 T3 W1 I2 A1 Ld7 Sv4+
Type: Infantry
Equipment: Pulse Rifle, Combat Armor, Photon Grenades
Special Rules:
Marksman - All of Fierce Shots shooting attacks are Precision Shots. Also, rolls to wound of 5+ are AP2
Inspirational Shot - Whenever a character suffers an unsaved wound from one of Fierceshot's shooting attacks, the next friendly Tau unit to fire at that unit may reroll 1s to hit and wound.

Not sure what to cost him as their's not much to go by. I mean he can snipe out MEq special models fairly frequently. But he can't reliably hurt anything T6+. But he can also buff the next firing unit. I'm thinking a cost range of around +25-45pts on top of a FW's 9pts.
Ok then, as said above, I would replace 5+ AP2 with Rending.

Also - I'd consider replacing his Pulse Rifle with a Longshot Pulse Rifle - still a Pulse Rifle, but more.. fitting to his ability.

Costing:
Spoiler:
Firewarrior: 9
+2BS +20
+All Precision +10
5+Ap2 (or Rending) +10
+Inspirational Shot +10
Total: 59.
So +50pts thereabouts... though that seems a little high to me... math says that's accurate...


   
Made in us
Fireknife Shas'el





United States

Ovion, I would suggest 50 points total. 41 for the extra stuff, 9 for the firewarrior. Also, the Longshot pulse rifle would be a lot more appropriate.
   
Made in us
Stealthy Kroot Stalker






U.S.

Thanks for suggestions. I'm going to use rending but I'm going to keep the pulse rifle. In my mind he's just a regular firewarrior except his godly shooting ability. Anything outside of power armor should tremble when he steps on the board.
   
Made in us
Battleship Captain






Panda wants to make a character! Oh yes... this time for my Eldar.


Nilath Keeper of the Dead: 175pts

WS|BS|.S.|.T.|.W.|.I..|..A..|.LD.| SV
|.5..|.5..|.5.|.6.|.3..|.5.|...2..|.10.| 3+

fluff: Nilath was a council Farseer of the craft world Ctho. The world long empty of many living bodies drifts through the void of the galaxy battle hungry fueled by fire. During a grand campaign against an Imperium farm sector to reclaim lost exodite worlds and more importantly the sacred relic named justly "keeper of the dead." During the final battle atop a sunken Eldar shrine Nilath was struck down during his time with perils of the warp. The space marine captain pulled the glowing claws from Nilath's body as Nilath's mind fought a greater demon of the ancient foe. The mighty wraith constructs drove the marines back, and Nilath was carried into the temple bleeding and still fighting the demon. He was laid on an ancient alter even by Eldar standards where the Keeper of the Dead chose him. The relic wraith construct suit came to life under the alter and crabbed Nilath. It ripped his soul from his body and his mind. Along with the daemon. Leaving him in limbo of half dead and half a live where can talk on both planes of existence.


Unit type:

Independent Character

Special Rules:
Fearless
Ancient Foe
Master Level 2


Wargear:
Death Talker - Death Talker is a wraith cannon that can fire three times and has a boost range.
Consult the following profile:
Range 18" Strenght 10, AP 2 Assualt 3, Distort

Spirit Wraith - Nilath is for all tense and purposes a wraith guard construct base. He benefits from the spirit mark rule. In addition to is unfortunate circumstances his save is invulnerable.
Keeper of the Dead - Nilath watches over the dead speaking to them and the realm of the living as he is caught in his inner turmoil battle against the demon. He protects the spirits of the wraith with their presence in the warp and guides them in the realm of the living with ease. All Wraith constructs within 12 inches of Nilath gain the feel no pain universal rule including Nilath.

Nilath use to be a farseer, and hasn't lost his powers completely yet. As such he can roll for two powers on the battle table in codex Eldar and has two warp charge points.

Enemy within - Nilath is in a constant fight in his mind. Roll a d6 at the start of each turn, if a 1 is rolled Nilath is under a great assault in his mind. He loses his invulnerable save for the turn and can not cast psychic powers. In addition to this if Nilath perils he takes two wounds instead of one. But may spend a warp charge point to prevent the second wound.



is the pricing fair? I will be watching. I tried to keep it simple, 3 special things, and a draw back. I think the draw back is fun. Who knows I would love review, be brutal.


This message was edited 3 times. Last update was at 2013/07/31 21:12:07


 
   
Made in us
Fireknife Shas'el





United States

 cormadepanda wrote:
Panda wants to make a character! Oh yes... this time for my Eldar.


Nilath Keeper of the Dead: 175pts

WS| BS | S | T | W | I | A | LD | SV
| 5 | 5 | 5 | 6 | 3 |5| 2 |10 | 3+

fluff: Nilath was a council Farseer of the craft world Ctho. The world long empty of many living bodies drifts through the void of the galaxy battle hungry fueled by fire. During a grand campaign against an Imperium farm sector to reclaim lost exodite worlds and more importantly the sacred relic named justly "keeper of the dead." During the final battle atop a sunken Eldar shrine Nilath was struck down during his time with perils of the warp. The space marine captain pulled the glowing claws from Nilath's body as Nilath's mind fought a greater demon of the ancient foe. The mighty wraith constructs drove the marines back, and Nilath was carried into the temple bleeding and still fighting the demon. He was laid on an ancient alter even by Eldar standards where the Keeper of the Dead chose him. The relic wraith construct suit came to life under the alter and crabbed Nilath. It ripped his soul from his body and his mind. Along with the daemon. Leaving him in limbo of half dead and half a live where can talk on both planes of existence.


Unit type:

Independent Character

Special Rules:
Fearless
Ancient Foe
Master Level 2


Wargear:
Death Talker - Death Talker is a wraith cannon that can fire three times and has a boost range.
Consult the following profile:
Range 18" Strenght 10, AP 2 Assualt 3, Distort

Spirit Wraith - Nilath is for all tense and purposes a wraith guard construct base. He benefits from the spirit mark rule. In addition to is unfortunate circumstances his save is invulnerable.
Keeper of the Dead - Nilath watches over the dead speaking to them and the realm of the living as he is caught in his inner turmoil battle against the demon. He protects the spirits of the wraith with their presence in the warp and guides them in the realm of the living with ease. All Wraith constructs within 12 inches of Nilath gain the feel no pain universal rule including Nilath.

Nilath use to be a farseer, and hasn't lost his powers completely yet. As such he can roll for two powers on the battle table in codex Eldar and has two warp charge points.

Enemy within - Nilath is in a constant fight in his mind. Roll a d6 at the start of each turn, if a 1 is rolled Nilath is under a great assault in his mind. He loses his invulnerable save for the turn and can not roll for powers. In addition to this if Nilath perils he takes two wounds instead of one. But may spend a warp charge point to prevent the second wound.



is the pricing fair? I will be watching. I tried to keep it simple, 3 special things, and a draw back. I think the draw back is fun. Who knows I would love review, be brutal.


I think he's fine. The only problem I have is that the phrase "for all intents and purposes" was just raped.
   
Made in us
Confessor Of Sins




WA, USA

I would clear up his rules a little bit, as there are two flavors of Eldar psyker powers. Which list does he get to generate from?

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
 
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