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Ovion wrote: Check my template for making characters.
Man, it's great that you have such a valuable resource located directly in your signature!
No seriously. It's pretty helpful.
Automatically Appended Next Post:
Spoiler:
Army: Eldar
BG: Representing the Aspect of Khaine's lone fight against Slaanesh, Illinar fights alone in battle. He has no assistance, always alone, and always unaided. A warrior's mindset taken to a dangerous extreme, his followers dedicate themselves to becoming solitary warriors, each standing alone, yet each fighting for the same reason.
Remnants of Glory:
- The Shattered Spear - Crafted eons ago when the Eldar were young, the Shattered Spear is a unique weapon, capable of becoming a rifle or glaive with a flick of the wrist. R: 24" S:6 AP: 1 Type: Heavy 1
R: - S:+1 AP: 1 Type: Melee
Special Rules:
- Ancient Doom
- Battle Focus
- Eternal Warrior
- Fearless
- Fleet
- Relentless
- Infiltrate
Exarch Powers:
- Battle Fortune
- Crushing Blow
Warlord Trait:
- Fate's Messenger
To be honest, I have no idea what I want to do with this character.
This message was edited 1 time. Last update was at 2013/08/04 18:57:53
Fates messenger is OP on phoenix lords, that's why non have it by default. Also what's the point in having a heavy weapon and then adding relentless, its like you added a draw back, then decided to take it back. I'm thinking is we had a feel for the aspect, the phoenix lord would make more sense. For example would it not be better to have your own exarch power for your aspect? Like maybe if there are no friendly models with in 12 you gain something like rampage? But on the whole, remove 2+ re-rollable and your done.
ALEXisAWESOME wrote: Fates messenger is OP on phoenix lords, that's why non have it by default. Also what's the point in having a heavy weapon and then adding relentless, its like you added a draw back, then decided to take it back. I'm thinking is we had a feel for the aspect, the phoenix lord would make more sense. For example would it not be better to have your own exarch power for your aspect? Like maybe if there are no friendly models with in 12 you gain something like rampage? But on the whole, remove 2+ re-rollable and your done.
To be honest, I don't even know what I was going for with this guy. He is supposed to be run solo, so fates messenger was to help him not die when he charges units by himself. It's a rough draft, I think.
Remnant of Glory: The Diamond Longsword:Ichalis is one with his weapon. Every movement is with purpose - to mangle the enemy. The Diamond Longsword was lost in the depths of the Chasm after the War in Heaven, and only in the dire battle of Velnarae did Ichalis see a mirage of Vaul beckoning him to draw it from its lost sheath. The two spirit stone upon its collar is the memory of Isha's and Kurnous' trapped souls.
Range.....S.....AP.....Type --------.....+3.....2.......Melee, Master-crafted, Two-handed, Vaul's Work
Warlord Trait: Falcon's Swiftness
Special Rules: Ancient Doom
Battle Trance
Fleet
Independent Character
The Path of Strategy
Battle Trance - When Ichalis feels the heat of battle on his skin, his mind drifts into a catatonic state of meditation where he moves with unparalleled agility and alacrity. His Eldar brethren follow in his steps, becoming inspired with fury and grace. Ichalis can either shoot and then run D6+6", or run D6+6" and then shoot. Units from Codex: Eldar that are within 12" during the start of their move add 3" to their normal movement or Run.
This message was edited 1 time. Last update was at 2013/08/06 02:07:22
650
<- armour save
<- invulnerable save
<- cover save
<- scatter
<- morale check
<- psychic test
Just finished experimental rules for my Chapter Master. Kind of went all out on him, but hey, he's a chapter master with long honed biomancer powers, these things happen. I swear, the rest (except for the Chapter Champion and top battle Librarian) are far more reasonable:
Wargear:
- Creed's Tempest Blade - This is a Master-Crafted Power Sword. It is AP2.
- Storm Shield
- Talisman of Tillistia - The Talisman of Tillistia is an ancient device that is small enough to be worn around the neck yet create powerful shields. In addition, the relic seems to bond with the user's mind, creating the shield only in times of need. The Talisman of Tillistia grants Forte the Eternal Warrior special rule
- Artificer Armor
- 2 Raptor Bolters - Wrist mounted storm bolters, they have been specifically designed to not interfere with the carrying of other things like blades of shields.
- Special Issue Ammunition - Gives Forte access to Hellfire, Veangeance, Dragonfire, and Kraken rounds.
Special Rules:
- And They Shall Know No Fear
- Chapter Tactics: Pressing Strikes
- Orbital Bombardment
- Psyker/Biomancer (Mastery Level 1)
- Independant Character
- Field General
Chapter Tactics: Pressing Strikes - While warriors should be cautious not to overplay their hand, when an advantage presents itself, it ought to be pressed. To-hit rolls of 6 generate further attacks. These attacks may generate further attacks.
Biomancer: Zamiel Forte is a biomancer, but not a varied one, rather his powers are narrow but honed to the peak of their potential. He cannot take powers from the lists of psychic powers in the Big Rule Book, rather, he has the two powers here. He may use one of the two per turn.
For the purposes of targeting, Forte himself is the target of his psychic powers. In addition, his leadership may never be decreased for the purposes of psychic tests (he always takes it on Ld10).
His two powers are:
Into the Fray: Forte focuses power into his body, and mainly into his legs, and leaps towards his opponents. For the turn Forte becomes Fast, and gains the Fleet, Furious Charge, and Hammer of Wrath special rules. He cannot pass any of these special rules to units he is with or joins, though he may join and disengage from units freely anytime he moves within 2" of a friendly unit.
Strength from Within: Power courses through Forte's body, increasing his strength, toughness, and speed. After taking his leadership test, assuming it is successful, subtract that number from 12. You may distribute that number as you please among Forte's strength, toughness, attacks, and initiative, increasing the total by that amount until the start of Forte's next turn. For example, let's say Forte rolls a 6 for his leadership test. He may then distribute those 6 points as he sees fit. For the sake of this example, let us say he distributes 2 points in each of his strength, toughness, and attack values, which are all base value 4. Until the next turn Forte would have Strength, Toughness, and Attack values of 6!
In addition, Forte's biomancy can quickly heal him, forcing his powers to re-knit muscle, bone, organs, and nerve. If Forte succeeds by 6 or more (meaning he rolls a 6 or less on 2d6), he may choose to use 6 of those points to re-knit a single wound, to a maximum of his original 3. However, he may only do this a maximum of three times per game; his body can only heal itself so quickly so often.
Field General - All units within 24" use Forte's leadership as their own.
Warlord Trait:
Strategic Holding - At the beginning of the game, choose a unit, that unit is now troops. In addition, any unit Forte has joined is scoring.
This message was edited 2 times. Last update was at 2013/08/06 01:17:06
Sorry, gonna be blunt with you DogofWar, but this guy is heinously overpowered. You've hit everything in the checklist:
Eternal Warrior? Check.
Massively overpowered psychic powers? Check.
Healing his wounds for no good reason? Check.
Overpowered Chapter Tactics? Check.
A gamebreaking warlord trait? Check.
This guy has absolutely no weaknesses, and is a complete Mary Sue. I would never consider playing against him or any of your other homebrews if this is what I would come to expect. This guy needs to go back to the drawing board from scratch in a big way.
He's VERY strong 2+ 3++ EW potentially regain a wound a turn hell he's nigh unkillable! Strength from within is ridiculously powerful and his warlord trait is also very strong. I think he's a bit much
Marines are easy to cost. And I have a backlog of characters I said I'd review... But oh well - here it is
DogofWar1 wrote: Just finished experimental rules for my Chapter Master. Kind of went all out on him, but hey, he's a chapter master with long honed biomancer powers, these things happen. I swear, the rest (except for the Chapter Champion and top battle Librarian) are far more reasonable:
Wargear: - Creed's Tempest Blade - This is a Master-Crafted Power Sword. It is AP2. - Storm Shield - Talisman of Tillistia - The Talisman of Tillistia is an ancient device that is small enough to be worn around the neck yet create powerful shields. In addition, the relic seems to bond with the user's mind, creating the shield only in times of need. The Talisman of Tillistia grants Forte the Eternal Warrior special rule - Artificer Armor - 2 Raptor Bolters - Wrist mounted storm bolters, they have been specifically designed to not interfere with the carrying of other things like blades of shields. - Special Issue Ammunition - Gives Forte access to Hellfire, Veangeance, Dragonfire, and Kraken rounds.
Special Rules: - And They Shall Know No Fear - Chapter Tactics: Pressing Strikes - Orbital Bombardment - Psyker/Biomancer (Mastery Level 1) - Independant Character - Field General
Chapter Tactics: Pressing Strikes - While warriors should be cautious not to overplay their hand, when an advantage presents itself, it ought to be pressed. To-hit rolls of 6 generate further attacks. These attacks may generate further attacks.
Biomancer: Zamiel Forte is a biomancer, but not a varied one, rather his powers are narrow but honed to the peak of their potential. He cannot take powers from the lists of psychic powers in the Big Rule Book, rather, he has the two powers here. He may use one of the two per turn. For the purposes of targeting, Forte himself is the target of his psychic powers. In addition, his leadership may never be decreased for the purposes of psychic tests (he always takes it on Ld10). His two powers are: Into the Fray: Forte focuses power into his body, and mainly into his legs, and leaps towards his opponents. For the turn Forte becomes Fast, and gains the Fleet, Furious Charge, and Hammer of Wrath special rules. He cannot pass any of these special rules to units he is with or joins, though he may join and disengage from units freely anytime he moves within 2" of a friendly unit. Strength from Within: Power courses through Forte's body, increasing his strength, toughness, and speed. After taking his leadership test, assuming it is successful, subtract that number from 12. You may distribute that number as you please among Forte's strength, toughness, attacks, and initiative, increasing the total by that amount until the start of Forte's next turn. For example, let's say Forte rolls a 6 for his leadership test. He may then distribute those 6 points as he sees fit. For the sake of this example, let us say he distributes 2 points in each of his strength, toughness, and attack values, which are all base value 4. Until the next turn Forte would have Strength, Toughness, and Attack values of 6! In addition, Forte's biomancy can quickly heal him, forcing his powers to re-knit muscle, bone, organs, and nerve. If Forte succeeds by 6 or more (meaning he rolls a 6 or less on 2d6), he may choose to use 6 of those points to re-knit a single wound, to a maximum of his original 3. However, he may only do this a maximum of three times per game; his body can only heal itself so quickly so often.
Field General - All units within 24" use Forte's leadership as their own.
Warlord Trait: Strategic Holding - At the beginning of the game, choose a unit, that unit is now troops. In addition, any unit Forte has joined is scoring.
For Pressing Strikes, the Incubi Klaivex grants additional attacks on a 6 for each squad for 15pts, with no bonus attacks takable off of those attacks. Assuming 20pts per squad, and a guesstimated average of 6 squads affected by this rule, hence 120pts.
Generally OTT, might say bump it up to 500 in case I missed anything and to make it a nice round number. Though at the end of the day, 1 model on a 25mm base should not rival superheavies for cost.
Fixes wise... Drop Eternal Warrior. Drop the bonus attacks generate bonus attacks. (regular is fine, and that'll make it 90pts instead) Drop Special Issue Ammo. Drop Scouts. Drop Orbital Bombardment Make Strength from Within +1 stat for every 2 'points'. (I think the wound things acceptable actually, as long as I'm reading it right and it costs 6 'points'.)
This'll reduce it by 110 right off the bat to 350.
This message was edited 2 times. Last update was at 2013/08/06 01:41:19
There's a reason I said I went all out (ie, overboard). I did indeed pull out all the stops, but that's fine, I sort of just threw all the stuff on him and then costed him like Grimnar, full well knowing he'd probably need a rework. Don't worry, he won't be showing up on a tabletop anytime soon, I'm too busy running Grump marines with Jarl Jon J. Tronn and his Cold One mount Ego.
Ovion wrote: Marines are easy to cost.
And I have a backlog of characters I said I'd review...
But oh well...
...
This'll reduce it by 110 right off the bat to 350.
Hmm... I think I'll drop the pressing strikes thing right off the bat (my original plan was to have them standard to the marines at increased cost per marine, probably something like +2 or +3 pts per model kind of like how counter-attack is there as a basic thing for SW). Let's say that's 110 dropped (since he would keep it on his model by itself).
Then I'd drop his WS and BS each by 1. I looked at Grimnar, and didn't realize he was just WS6. I think codex creep for special characters is making 7WS more and more standard, but hey WS 6 is still good.
Then yeah, I'll drop Orbital bombardment, it's not all that super anyway (he needs to be moving, while you'd have to be immobile for it to work). And then shrink Ld bubble to 12" and only make the unit he's currently with scoring.
If I'm going by the things you listed, that'd put him at 290:
100 base SM captain (drop orbital bombardment)
+10 for 1A
+ 15 Armor
+ 15 SS + 35 sword
+ 35 EW + 20 storm bolters and special ammo
+ 35 powers
+ 5 LD bubble (halved cost of 24" bubble, if that's how it's costed)
+ 10 for scoring
+ 10 for personal pressing strikes rule (not army wide)
= 290 pts.
For good measure Strength from Within gets dropped from "12 minus 2d6" to "10 minus 2d6." Makes it so instead of averaging 5 points to distribute and needing only a slightly better than average 2d6 roll to re-knit, you average only 3 points and have to roll a 4 on 2d6 to re-knit, meaning it's not particularly likely on any given turn.
Still crazy over the top, but hey, he's my OP as heck baby.
This message was edited 1 time. Last update was at 2013/08/06 03:11:11
curran12 wrote: Well if oyu're not even interested in balancing him, why are you even posting this here?
The character is disgustingly overpowered and still is.
I didn't say I wasn't interested in balancing him, I just said I recognized he'd need a rework, of which last post was a draft. If I wasn't I wouldn't have done anything and just ignored Ovion. I actually addressed everything you mentioned in your post to some extent, except EW, which he's paying for.
Ovion, out of curiosity for a different character, how much does taking away Independant Character (turning a special character into a MC more or less) change the points cost? Thanks.
Also, Captain Wright, biker: 205 pts
Spoiler:
WS6 BS5 S4 T5 I5 A3 Ld10 Sv2+
Wargear: Artificer Armor, Iron Halo, Space Marine Bike, Blade of Rileton (among other standard SM captain stuff)
Blade of Rileton: This ancient sword is covered in spiraling teeth. The moment the weapon enters its prey, the teeth grab hold and quickly shred the insides of the enemy. Range: melee, S: +1, AP: 3, Special Rules: Specialist weapon, rending
Special Rules: ATSKNF IC (may join bikes only) Pressing Strikes (personal rule, not unit or army) Makes bike squads of 6+ bikes (attack bikes included in total) troops.
Warlord trait: Roll on table
Cost overview: SM Captain: 100 pts Artificer Armor: 15 pts Bike: 35 pts (includes +1T from bike) Pressing strikes (personal): 10 pts Makes bikes troops: 10 pts (included in SM + bike normally but I'll add 10) Blade: 35 pts - frost weapon +25, rending +10 Total: 205 pts
This message was edited 3 times. Last update was at 2013/08/06 05:24:52
As a general rule, everything is costed at +/-10pts unless something established gives it a cost (Such as Artificer Armours +1sv being +15, or Eternal Warrior being +35).
For MC it's a bit... iffy.
Maybe I'll write up an 'in depth' Character Creation guide and include it in my sig....
If there's still room in my sig...
I was mainly thinking about that based on Mephiston. I mean, he's got a MC statline and runs around on his own, but he lacked the ability to embed himself behind meat shields many people used all 5th edition, and can't put himself at the back of a unit in 6th for protection. I'm trying to think what Mephiston would cost with IC, and it's probably like 300 points.
Also, it's probably one of those things where you'd have to take into account the character's hardiness; obviously a character MC with EW would get less of a discount off it's IC variant than a character MC without EW.
Corien Sumatris is a character from the FW Badab War books; the Captain of the 2nd Company Astral Claws. He went missing in the last battles of the war, and was assumed dead. What if he escaped?
Codex: Chaos Space Marines
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS4 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, frag and krak grenades
Shield: Sumatris' customary storm shield was lost during his escape from Badab Primaris. He replaced it with a cruder, iron shield with a force field similar to that used in Terminator armour. Provides a 4+ invulnerable save, takes up 1 hand, cannot be used as an additional close combat weapon.
Spectre pattern bolter: Formerly mounted on a servo arm, now melded into his armor by Chaos. It seems to have a mind of its own. Range 12 S4 AP5 Assault 2 Get's Hot Rending Interceptor
Goldenfang: Power sword. Master crafted. Grants +2 attacks on the charge instead of +1.
Special Rules: Independent Character, Fearless
Master Swordsman: All friendly units within 12 inches from the same detachment gain +1 WS.
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
CalasTyphon216 wrote: Corien Sumatris is a character from the FW Badab War books; the Captain of the 2nd Company Astral Claws. He went missing in the last battles of the war, and was assumed dead. What if he escaped?
Codex: Chaos Space Marines
195 points
Type: Infantry (character)
Composition: 1 (unique)
WS7 BS4 S4 T4 W3 I5 A3 Ld10 Sv3+
Wargear: power armor, frag and krak grenades
Shield: Sumatris' customary storm shield was lost during his escape from Badab Primaris. He replaced it with a cruder, iron shield with a force field similar to that used in Terminator armour. Provides a 4+ invulnerable save, takes up 1 hand, cannot be used as an additional close combat weapon.
Spectre pattern bolter: Formerly mounted on a servo arm, now melded into his armor by Chaos. It seems to have a mind of its own. Range 12 S4 AP5 Assault 2 Get's Hot Rending Interceptor
Goldenfang: Power sword. Master crafted. Grants +2 attacks on the charge instead of +1.
Special Rules: Independent Character, Fearless
Master Swordsman: All friendly units within 12 inches from the same detachment gain +1 WS.
I would say that you could keep his cost at 165 points as he gets a worse invulnerable and looses his digitwl weapons but a slightly better shooting weapon instead. Yu could even shave a point or two of him as you loose the command squad.
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
Unit: The Emperor Per: 655, Models: 1 (Unique), Unit Type: Infantry
WS9 BS8 S7 T7 W5 I7 A5 Ld10 Sv2+
Wargear:
- Golden Armor - 2+ armor save and 3+ Invulnerable save
- Sword of Mankind - S: +1 AP:1 Type: Melee, Soulblaze, Force
- The Emperor's Talon - S: +3 AP:3 Type: Melee, Shred, Armorbane, Force
Special Rules:
- Psyker (Mastery Level 6) - The Emperor may generate psychic powers from any table in the Warhammer 40,000 rulebook.
- The Ultimate Psyker - Aside from the most powerful of Tzeentch's daemons, the Emperor has proven time and again that he is the most powerful psyker in the galaxy. The Emperor may re-roll any failed Psychic Tests and is never afflicted by Perils of the Warp. The Emperor and his unit Deny the Witch on the roll of 2+ and all units within 12" gain the Adamantium Will rule. The Emperor may manifest up to three Witchfire powers each turn.
- Emperor (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of Humanity)
- Master of Humanity - The Emperor may pick up to two warlord traits from the Warlord Trait table from the main warhammer 40,000 rulebook or the Horus Heresy Space Marine Legion warlord trait table. In addition, the following benefits apply to the entire army:
-- All models gain +1 Leadership. If they are already Leadership 10 before this bonus, they gain the Fearless rule.
-- An army containing the Emperor may seize the initiative on a roll of 4+.
- Precision Bombardment - R: Unlimited S:10 AP:2 Type: Ordnance 1, Lance, Large Blast, twin-linked
Pyralis Agis, Chapter Master of the Black Cell - 210 points
WS...BS...S...T...W...I...A...Ld...Sv ..6.......8....4...4....3...5...3..10....3+
Composition: 1 (Unique)
Wargear:
- Frag and Krak Grenades
- Bolt Pistol
- Titan-pattern Sniper Rifle - A massive sniper rifle designed to penetrate the armor found on transports and annihilate a person within, this rifle far exceeds the weight any normal human could ever carry. Built from the ground up by the Techmarines of the Black Cell after encountering Tau and Eldar transports, this weapon utilizes gravitic impeller technology usually found in the Hellrifles of the Inquisition to greater effect.[i]
Range...Str...AP..Type
..60"........8......1....Rapid Fire, Lance
- Recon Power Armor - [i]Also specially developed by the Black Cell, this armor contains a thin layer of fabric over the power armor that absorbs light. In addition to the 3+ armor save, this armor grants Pyralis the Shrouded rule.
- Camo Cloak
Special Rules
- Scout
- Infiltrate
- Stealth
- Eagle Eye - Pyralis's skill is a combination of bionics, skill, and a supersonic weapon, allowing him to target individual persons and putting them down before others can hear the retort of the rifle. All of Pyralis's shots are Precision Shots. On a 6 to hit, Look Out, Sir! rolls may not be taken against that shot. If firing at a transport that has a unit embarked upon it, a roll of 6 to hit instead automatically hits one model inside, chosen at random. In addition, if firing at flyers, his weapon counts as being twin-linked.
So there we go. Super special snowflake #412388993. Oh, and he has Eternal Warrior and FnP (2+)
This message was edited 3 times. Last update was at 2013/08/09 03:21:39
most of the Primarchs are S6 T6, why is Empy only 5?
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
As Hive Fleet Leviathan continues it's rampage into the Octarius system, the Orks find the empire's coreworlds under attack. The Tyranids have reached Octarius itself and transformed the planet into a global-war. Both races have thrown everything into the fight and the entire world is locked in battle.
Blaktoof is the ruling Warboss of the system and one of the most dangerous Orks in the galaxy. Unusually cunning for a Greenskin, he is orchestrating the Orkish defense and keeping the 'Nids locked in as reinforcements pour into the area.
A born survivor, Blaktoof has been hunted by entire broods of Lictors and lived to show off about it.
WS5 BS2 S5 T5 W4 I4 A4 Ld9 Sv6+
Wargear: Blaktoof wears a simple set of camo pants and a bomber jacket. He wields a pair of Gutrippas, a Kombi-Skorcha and when the time calls for it, his signature weapon 'Blitznik'. He also carries Stikkbommz and a Bosspole.
Gutrippas: A simple set of blades lashed onto both wrists, leaving both hands free to carry the Kombi Skorcha. Type:Melee, S:User, AP:6, Shred. Blaktoof gains +1 attack for wielding 2 weapons.
'Blitznik': A Choppa of terrifying proportions that is always seen on his person but only used in the most dramatic situations, Type:Melee/Specialist, S:User+2, AP2, Trophy Kill.
Special Rules:
- Independent Character
- Mob Rule
- Furious Charge
- Preferred Enemy (Tyranids)
- Hatred (Lictors)
- Paranoia saves lives: The Hive Mind appreciates the importance of Blaktoof to the fate of Octarius and has spent no small number of Lictors to remove him. The result is a complete inability to lower his guard. Blaktoof has a 4+ Invulnerable save. However he may never make a Run move when inside forested terrain.
- Trophy Kill: The long months of war on Octarius have seen more than a few monsters murder all his Nobz, leaving Blaktoof to face them alone. These are the only times when he will draw the obnoxiously oversized Choppa 'Blitznik' and resolve the issue with brutal finality.
Blaktoof wields his Gutrippas in the majority of cases. However if he is involved in a combat including an enemy Monstrous Creature, he must declare a challenge. This can only be accepted by the monster in question even if it not normally considered a character. For the duration of the challenge Blaktoof gains the Eternal Warrior special rule. Every monster dispatched in such a challenge is worth 1VP to the Ork player if Blaktoof survives the game.
Warlord Trait: Sneaky Git. Blaktoof grants D3 infantry units the ability to Outflank.
This message was edited 3 times. Last update was at 2013/08/08 01:40:42
WarOne wrote:
At the very peak of his power, Mat Ward stood at the top echelons of the GW hierarchy, second only to Satan in terms of personal power within the company.
To be honest, I'm not entirely up to snuff on the emperor's abilities and how he stacks up against primarchs. I didn't know if he was more or less powerful than primarchs, even without his psychic powers.
To be honest, I'm not entirely up to snuff on the emperor's abilities and how he stacks up against primarchs. I didn't know if he was more or less powerful than primarchs, even without his psychic powers.
Empy is vastly more powerful than the Primarchs. After all, he created them as his ultimate weapons. Theres an old proverb that 'the only thing better than your weapons is your armor'. He would not have made them more powerful than himself. It is hinted after all that he was going to variously discard them after the successful completion of the crusade
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
An rather expensive character I've been messing around with. Pricing spoilered but I think I did it right this time
Warpsmith Maya Dreston (Count-as Daemon Prince)-350
WS9 BS5 S6 T6 W4 I9 A5 Ld9 Sv3+
Unit Type-Flying Monstrous Creature
Special Rules
Fearless, VotLW Mark of Khorne (Furious Charge, Rage)
IWND
Wargear
Jump Pack (Wings)
Extensive Improvements-Dreston has gone through intensive modifications, with body parts and organs being replaced with much better mechanical parts. However it didn't stop there and soon she adding enhancements, weapons and other, more abstract, things. Soon she towered over other members of the Iron Angels of Khorne warband. A fearsome sight to behold, mechtendrils dance around her with minds of their own, eyes glowing a blood red and most of her body was covered in a dark grey metal that did not shine or gleam.
Extensive Improvements grants Dreston, a 3+/5++ as well as +1T (included in the profile) and IWND
Mechtendrils- as well as granting +2 attacks, they also give her a pair of heavy flamers as well as the master of machinery special rule
Fleshmetal Claws-Dreston's hands have been replaced with metal claws, dextrous enough to manipulate delicate machinery but sharp enough to rip through armour
Melee S User AP3 Shred, Rending, Specialist Weapon
Master of Machinery-A warpsmith of unparalleled ability, Dreston can identify and repair any battlefield damage, even while the fight rages around her
At the beginning of the shooting phase Dreston may attempt to repair any unit with hull points she is in base contact with. Roll a D6 and on a 5+ restore a single hull point, repair an immobilized or a weapon destroyed result. This is done in exchange for not firing a single shooting weapon.
Spoiler:
Daemon prince 145
daemon of khorne +15
rage +5
power armour +20
wings +40
+ 1T +10
IWND +15
2 heavy flamers +30
mechtendrils +10
fleshmetal claws +35
master of machinery +25
This message was edited 1 time. Last update was at 2013/08/08 14:16:29
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia
Re-re-repost. To be fair though, they were in different places
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? I mean there isn't a point value for a base phoenix lord so im out on a leap for pricing,
Hive Fleet Lazarus wrote: An rather expensive character I've been messing around with. Pricing spoilered but I think I did it right this time
Warpsmith Maya Dreston (Count-as Daemon Prince)-340
WS9 BS5 S6 T6 W4 I9 A5 Ld9 Sv3+
Unit Type-Flying Monstrous Creature
Special Rules
Fearless, VotLW Mark of Khorne (Furious Charge, Rage)
IWND
Wargear
Jump Pack (Wings)
Extensive Improvements-Dreston has gone through intensive modifications, with body parts and organs being replaced with much better mechanical parts. However it didn't stop there and soon she adding enhancements, weapons and other, more abstract, things. Soon she towered over other members of the Iron Angels of Khorne warband. A fearsome sight to behold, mechtendrils dance around her with minds of their own, eyes glowing a blood red and most of her body was covered in a dark grey metal that did not shine or gleam.
Extensive Improvements grants Dreston, a 3+/5++ as well as +1T (included in the profile) and IWND
Mechtendrils- as well as granting +2 attacks, they also give her a pair of heavy flamers as well as the master of machinery special rule
Fleshmetal Claws-Dreston's hands have been replaced with metal claws, dextrous enough to manipulate delicate machinery but sharp enough to rip through armour
Melee S User AP3 Shred, Rending, Specialist Weapon
Master of Machinery-A warpsmith of unparalleled ability, Dreston can identify and repair any battlefield damage, even while the fight rages around her
At the beginning of the shooting phase Dreston may attempt to repair any unit with hull points she is in base contact with. Roll a D6 and on a 5+ restore a single hull point, repair an immobilized or a weapon destroyed result. This is done in exchange for not firing a single shooting weapon.
Spoiler:
Daemon prince 145
daemon of khorne +15
rage +5
power armour +20
wings +40
+ 1T +10
IWND +15
2 heavy flamers +20
mechtendrils +10
fleshmetal claws +35
master of machinery +25
Heavy flamers are 15pts per, not 10. (10 on terminators, but their weapons get a 'discount' for being terminators... or 20pts if you ask certain other Codexes. But 15 here.)
This would make it 350.
Otherwise... costing seems fairly straight forward and accurate at a glance.
My only other question is, why is it a female mreen?
No problem with fem-mreens, just like to know the how of it.
ALEXisAWESOME wrote: Re-re-repost. To be fair though, they were in different places
Phoenix Lord Zandros, The bladed Hurricane. 240pts?
Spoiler:
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? I mean there isn't a point value for a base phoenix lord so im out on a leap for pricing,
So which aspect is this for?
650
<- armour save
<- invulnerable save
<- cover save
<- scatter
<- morale check
<- psychic test
Hive Fleet Lazarus wrote: An rather expensive character I've been messing around with. Pricing spoilered but I think I did it right this time
Warpsmith Maya Dreston (Count-as Daemon Prince)-350
WS9 BS5 S6 T6 W4 I9 A5 Ld9 Sv3+
Unit Type-Flying Monstrous Creature
Special Rules
Fearless, VotLW Mark of Khorne (Furious Charge, Rage)
IWND
Wargear
Jump Pack (Wings)
Extensive Improvements-Dreston has gone through intensive modifications, with body parts and organs being replaced with much better mechanical parts. However it didn't stop there and soon she adding enhancements, weapons and other, more abstract, things. Soon she towered over other members of the Iron Angels of Khorne warband. A fearsome sight to behold, mechtendrils dance around her with minds of their own, eyes glowing a blood red and most of her body was covered in a dark grey metal that did not shine or gleam.
Extensive Improvements grants Dreston, a 3+/5++ as well as +1T (included in the profile) and IWND
Mechtendrils- as well as granting +2 attacks, they also give her a pair of heavy flamers as well as the master of machinery special rule
Fleshmetal Claws-Dreston's hands have been replaced with metal claws, dextrous enough to manipulate delicate machinery but sharp enough to rip through armour
Melee S User AP3 Shred, Rending, Specialist Weapon
Master of Machinery-A warpsmith of unparalleled ability, Dreston can identify and repair any battlefield damage, even while the fight rages around her
At the beginning of the shooting phase Dreston may attempt to repair any unit with hull points she is in base contact with. Roll a D6 and on a 5+ restore a single hull point, repair an immobilized or a weapon destroyed result. This is done in exchange for not firing a single shooting weapon.
Spoiler:
Daemon prince 145
daemon of khorne +15
rage +5
power armour +20
wings +40
+ 1T +10
IWND +15
2 heavy flamers +20
mechtendrils +10
fleshmetal claws +35
master of machinery +25
Heavy flamers are 15pts per, not 10. (10 on terminators, but their weapons get a 'discount' for being terminators... or 20pts if you ask certain other Codexes. But 15 here.)
This would make it 350.
Otherwise... costing seems fairly straight forward and accurate at a glance.
My only other question is, why is it a female mreen?
No problem with fem-mreens, just like to know the how of it.
350, fixed thanks
And not female marines. I've been working on corrupted SoB dedicated to Khorne, sort of a cross between the iron warriors and world eaters, high tech and bloodthristy rage. However they shun working with daemons so besides this character I'm working on count as bloodletters, mindless robots with swords
Hive Fleet Lazarus the Undying Swarm
Iron Angels of Khorne
Deathwatch Encyclopedia