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My gosh! Ovion do you have an archive of simply statistics for each stat? xD (nothing wrong I always find it kinda cool that you can analyze the statistics and general price). Anyways ummm I think sometime after I get hold of my GK codex or inquisitor codex I think I'm going to make a few characters.
This message was edited 1 time. Last update was at 2013/11/19 02:40:31
Wargear: Nemesis Force Stave, frag grenades, bolt pistol, carapace armour
Augmentic frame: Fashioned after his injuries during the final vanquishing of Pontius Glaw. Gives bonuses to his T as included above and the Slow and Purposeful USR, as well as increases his armor save to 3+.
Barbarisator: A master weapon reforged into a force sword. This is a Master Crafted force sword that is AP2.
Special Rules: Independent Character, Stubborn, Feel No Pain, Hatred (Chaos)
Psyker: Mastery Level 1: May not use any psychic powers beyond activating either of his force weapons.
Renegade: Eisenhorn cannot be taken in the same army as another Inquisitor, any Grey Knight units, or any special characters from C:GK. Inquisitorial Henchmen are Troops choice if Eisenhorn is the Warlord.
Warlord Trait: Supreme Willpower: The warlord gains the Adamantium WIll and Eternal Warrior USRs when within 6 inches of an objective.
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—Captain Khârn of the World Eaters Legion's 8th Assault Company, from his unpublished treatise The Eighteen Legions
StarTrotter wrote:My gosh! Ovion do you have an archive of simply statistics for each stat? xD (nothing wrong I always find it kinda cool that you can analyze the statistics and general price). Anyways ummm I think sometime after I get hold of my GK codex or inquisitor codex I think I'm going to make a few characters.
Most of it's pretty straight forward tbh.
I have every codex / rulebook for base stats / current costing / comparison, that's a good chunk of it. Then as a general rule, every change / USR is +/- 10pts, with some exceptions (Ld is +/- 5pts). Certain things are more, such as Eternal Warrior is 35pts. Other things are based on how often they'll be used (i.e. - 50/50 chance of working, likely /2 because of this) And then other things still are just going by experience / gut.
I actually have a 'how to' guide here somewhere that I'll dig out if you want?
IssacClarkeisBatman99 wrote:
Spoiler:
Generic Bob WS3 BS3 T3 S3 I3 LD7 W2 SV 4+
Wargear Armor of the Generic, Sword of the Generic, Gun of the Generic, Banner of the Generic, Pistol of the Generic
Special Rules. Generic Guy, Independent Character
Sword of the Generic is a power sword that has a +1 to initiative Armor of the Generic is armour that gives him 6+ feel no pain and a 5+ invulnerable save Gun of the Generic uses the following profile RG 24 STR 4 AP 4 Assault 3 Pistol of the Generic is a pistol that uses the following profile RG 12 STR 3 AP 5 Pistol Banner of the Generic gives all units within 12" fearless and Stubborn
Generic Guy is a special rule that lets him be taken by any Imperial Army as a one man Ally, acting as a battlebrother to any faction other than Grey Knights
Generic Bob isn't very generic is he. I'm assuming that Armour of the Generic gives it a 4+ save aswell. You also missed the Attack Value. I'll assume it's 2. Also, does he take up the Allied Detachment, or is he a seperate special detachment like the Inquisitorial Detachment? I'd also give him an appropriate 'allies chart' specifying where he can and can't go, rather than just only imperials (more interesting)
Anyhoo - filtering through template:
Spoiler:
Army: Imperial Guard BG: N/A
FO: HQ Squad: Generic Bob Unit: Generic Bob, Points Per: 110, Models: 1*, Unit Type: Infantry (Character), WS-3, BS-3, S-3, T-3, W-2, I-3(4), A-2, Ld-7, Sv-4+(6+*). Wargear: Armour of the Generic Sword of the Generic Gun of the Generic Pistol of the Generic Banner of the Generic
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( AotG: Feel No Pain (6+) ) ( BatG: Fearless ) ( BatG: Stubborn ) Generic Guy Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale )
Sword of the Generic: The Sword of the Generic is a power sword that grants +1 to initiative
Armor of the Generic The Armour of the Generic is armour that grants the wearer a 4+ Save a 5+ invulnerable save and Feel No Pain (6+)
Gun of the Generic: The Gun of the Generic is a ranged weapon with the following profile: Range-24", Str-4, AP-4, Type-Assault 3.
Pistol of the Generic: The Pistol of the Generic is a ranged weapon with the following profile: Range-12", Str-3, AP-5, Type-Assault 3.
Pistol of the Generic is a pistol that uses the following profile RG 12 STR 3 AP 5 Pistol
Banner of the Generic: The Banner of the Generic gives all units within 12" Fearless and Stubborn.
Generic Guy: Generic Guy is a special rule that lets him be taken by any Imperial Army as a one man Ally, acting as a battlebrother to any faction other than Grey Knights.
Costing
Spoiler:
Imperial Guardsman - 5 +1W +10 +1A +10 +Armour of the Generic +20 +Gun of the Generic +10 +Pistol of the Generic +5 +Banner of the Generic +30 +Independent Character +10 +Generic Guy +10
Total: 110
CalasTyphon216 wrote:
Spoiler:
Gregor Eisenhorn
C:GKHQ choice
190 points
Type: Infantry (character)
Composition: 1 (unique)
WS5 BS4 S4 T4 W4 I4 A3 Ld10 Sv3+
Wargear: Nemesis Force Stave, frag grenades, bolt pistol, carapace armour
Augmentic frame: Fashioned after his injuries during the final vanquishing of Pontius Glaw. Gives bonuses to his T as included above and the Slow and Purposeful USR, as well as increases his armor save to 3+.
Barbarisator: A master weapon reforged into a force sword. This is a Master Crafted force sword that is AP2.
Special Rules: Independent Character, Stubborn, Feel No Pain, Hatred (Chaos)
Psyker: Mastery Level 1: May not use any psychic powers beyond activating either of his force weapons.
Renegade: Eisenhorn cannot be taken in the same army as another Inquisitor, any Grey Knight units, or any special characters from C:GK. Inquisitorial Henchmen are Troops choice if Eisenhorn is the Warlord.
Warlord Trait: Supreme Willpower: The warlord gains the Adamantium WIll and Eternal Warrior USRs when within 6 inches of an objective.
This off the bat, is severely undercosted. Costing
Wargear Armor of the Generic, Sword of the Generic, Gun of the Generic, Banner of the Generic, Pistol of the Generic
Special Rules. Generic Guy, Independent Character
Sword of the Generic is a power sword that has a +1 to initiative
Armor of the Generic is armor that gives him 6+ feel no pain and a 5+ invulnerable save
Gun of the Generic uses the following profile
RG 24 STR 4 AP 4 Assault 3
Pistol of the Generic is a pistol that uses the following profile
RG 12 STR 3 AP 5 Pistol
Banner of the Generic gives all units within 12" fearless and Stubborn
Generic Guy is a special rule that lets him be taken by any Imperial Army as a one man Ally, acting as a battlebrother to any faction other than Grey Knights
Going with Ovion's costing of 110 pts, I'd take that I'd assume he's the full allied detachment, and functions as a HQ
So I'm going to lob out a guardsman I made in class today while bored. I hope it isn't too overpriced (don't even own the book xD. All I know is the general stats and the fact that plasma pistols and power swords cost 10. I calculated it at 15 just in case)... Had it all planned out but my laptop had errors and has wiped it all out... Anyways...
Stephan “Viktor” Makarov Lord General of the Vezdekhod system
Cost: 140 (Counting the Company Command Squad price: 190)
FO: HQ Squad: Company Command Squad (50 pts only the 20 pt carapace upgrade for all may be used on him)
Type: Infantry (Character)
Fluff:
Spoiler:
To avoid a long and dull blabbering on and on about fluff, I have condensed it (hopefully it isn’t unbearable). Stephan Makarov is the leader of all regiments founded within his system that produces some of the greatest Armored regiments in the imperium. Whilst he is noted for being an extremely sub par duelist, many of his most grievous wounds incurred by tense moments where he used his power rapier in actual combat and is secretly paranoid, he makes up for that with capability of inspiring his men, notable operation of vehicles, and, above all else, his intellect. He has an innate grasp of strategic positioning of vehicles to plan out supporting fire for the other regiments of the imperium of mankind often using his wits to best foes when outnumbered. For all of that though, he suffers the same mental obsession of many individuals from his home planet that feels that the flesh is weaker than steel, his right arm, bottom two fingers, eye, both legs, and even a back area of his head encased in metal sustaining him from death and being incapable of serving the guard. Along with that, there are rumors among his men that he might be of noble birth from the family that was one of the mightiest on the planet of Vezdekhod before the father’s treachery and the mysterious death of the remaining members only the son’s body not being discovered and that old political foes hunt yet for the last of the bloodline. Be him of such birth or not, nobody can tell for Stephan himself proclaims that he lived his younger years in service to the Omnissiah forging weapons and tools alongside his brothers and sisters and the guard look up to him like a father.
WS-3 BS-4 S-3 T-3 W-3 I-3 A-3 Ld9 Sv5+ (possible upgrade to 4+ carapace)
Forgive me if I am wrong, but Ld9 is for named characters? Or is it 10? (don’t have the IG codex)
Wargear:
Flak Armour
Frag grenades
Master Crafted Plasma Pistol
Power Sword
Refractor Field
Special Rules: Character, Lord General Typhoon, FNP (6+)
Lord General Typhoon- Allowed 3 orders. The orders move move move, full speed ahead!, Concentrated Fire, and Bring it Down are allowed (Full Speed ahead and concentrated fire are permitted on vehicles)
Warlord Trait: Night’s Deceit and the Typhoon’s Storm: Trained in the conditions of Vezdekhod where rarely a day does not rain and lighting is rarely anything more than shadowy forecast, the regiments are known for their ability to strategically prepare even in the darkness creeping like predators to their prey. At the beginning of every game, roll d3. That many vehicles are given the special rule scout.
This message was edited 2 times. Last update was at 2013/11/19 21:30:18
StarTrotter wrote: So I'm going to lob out a guardsman I made in class today while bored. I hope it isn't too overpriced (don't even own the book xD. All I know is the general stats and the fact that plasma pistols and power swords cost 10. I calculated it at 15 just in case)... Had it all planned out but my laptop had errors and has wiped it all out... Anyways...
Stephan “Viktor” Makarov Lord General of the Vezdekhod system
Cost: 140 (Counting the Company Command Squad price: 190)
FO: HQ Squad: Company Command Squad (50 pts only the 20 pt carapace upgrade for all may be used on him)
Type: Infantry (Character)
Fluff:
Spoiler:
To avoid a long and dull blabbering on and on about fluff, I have condensed it (hopefully it isn’t unbearable). Stephan Makarov is the leader of all regiments founded within his system that produces some of the greatest Armored regiments in the imperium. Whilst he is noted for being an extremely sub par duelist, many of his most grievous wounds incurred by tense moments where he used his power rapier in actual combat and is secretly paranoid, he makes up for that with capability of inspiring his men, notable operation of vehicles, and, above all else, his intellect. He has an innate grasp of strategic positioning of vehicles to plan out supporting fire for the other regiments of the imperium of mankind often using his wits to best foes when outnumbered. For all of that though, he suffers the same mental obsession of many individuals from his home planet that feels that the flesh is weaker than steel, his right arm, bottom two fingers, eye, both legs, and even a back area of his head encased in metal sustaining him from death and being incapable of serving the guard. Along with that, there are rumors among his men that he might be of noble birth from the family that was one of the mightiest on the planet of Vezdekhod before the father’s treachery and the mysterious death of the remaining members only the son’s body not being discovered and that old political foes hunt yet for the last of the bloodline. Be him of such birth or not, nobody can tell for Stephan himself proclaims that he lived his younger years in service to the Omnissiah forging weapons and tools alongside his brothers and sisters and the guard look up to him like a father.
WS-3 BS-4 S-3 T-3 W-3 I-3 A-3 Ld9 Sv5+ (possible upgrade to 4+ carapace)
Forgive me if I am wrong, but Ld9 is for named characters? Or is it 10? (don’t have the IG codex)
Wargear:
Flak Armour
Frag grenades
Master Crafted Plasma Pistol
Power Sword
Refractor Field
Special Rules: Character, Lord General Typhoon, FNP (6+)
Lord General Typhoon- Allowed 3 orders. The orders move move move, full speed ahead!, Concentrated Fire, and Bring it Down are allowed (Full Speed ahead and concentrated fire are permitted on vehicles)
Warlord Trait: Night’s Deceit and the Typhoon’s Storm: Trained in the conditions of Vezdekhod where rarely a day does not rain and lighting is rarely anything more than shadowy forecast, the regiments are known for their ability to strategically prepare even in the darkness creeping like predators to their prey. At the beginning of every game, roll d3. That many vehicles are given the special rule scout.
Ok then
It's 10 for the SC's, so I'll cost against 10.
Ok, so Company Command Squad,
Costing
Total: 140 (Including the Veterans.)
Hell, go nuts, give them the Carapace standard (160).
I'd also say give it the 2 bodyguards, which will bring it up to your initial 190.
And now, because people have asked how to / how I make units, and because why not:
Ovion's Unit Creation Guide and Workshop A general How To on how I create / cost units, and a place for people to discuss and review their creations.
xD. I guess that is what I get for guessing all of the prices upon assumptions and a few bits from a friend. Also I admit I made the Master Crafted more pricey due to the nature of a plasma pistol as well as being concerned about the pricing of Night's Deceit. Anyways, thank you very much!
(I think I'll stick with 140 points . Notion for him is to play him through several times and eventually have him evolve from being a no-name generic character to a named one with his own abilities. I play only with my friends and we are a sucker for campaigns and battles that we construct story for and this rolls right into that . I'll likely give Carapace as an optinon later on. The vet are actually conveniently enough to represent the crew mates of a LR. Eventually though (as he rises the ranks) I find it likely Lords of Fleets and the sorts will hunt him down wanting to sway his opinion. Anyways, thank you very much! I'll try to slide down the pricing so I'm not 50 points over next time!
This message was edited 2 times. Last update was at 2013/11/20 00:34:29
StarTrotter wrote: xD. I guess that is what I get for guessing all of the prices upon assumptions and a few bits from a friend. Also I admit I made the Master Crafted more pricey due to the nature of a plasma pistol as well as being concerned about the pricing of Night's Deceit. Anyways, thank you very much!
(I think I'll stick with 140 points . Notion for him is to play him through several times and eventually have him evolve from being a no-name generic character to a named one with his own abilities. I play only with my friends and we are a sucker for campaigns and battles that we construct story for and this rolls right into that . I'll likely give Carapace as an optinon later on. The vet are actually conveniently enough to represent the crew mates of a LR. Eventually though (as he rises the ranks) I find it likely Lords of Fleets and the sorts will hunt him down wanting to sway his opinion. Anyways, thank you very much! I'll try to slide down the pricing so I'm not 50 points over next time!
Better to be overcosted than undecosted.
In future having the book helps, and for help / USR costs, you can now check my new thread I linked above. (Need to rework my sig now I think. xD)
StarTrotter wrote: xD. I guess that is what I get for guessing all of the prices upon assumptions and a few bits from a friend. Also I admit I made the Master Crafted more pricey due to the nature of a plasma pistol as well as being concerned about the pricing of Night's Deceit. Anyways, thank you very much!
(I think I'll stick with 140 points . Notion for him is to play him through several times and eventually have him evolve from being a no-name generic character to a named one with his own abilities. I play only with my friends and we are a sucker for campaigns and battles that we construct story for and this rolls right into that . I'll likely give Carapace as an optinon later on. The vet are actually conveniently enough to represent the crew mates of a LR. Eventually though (as he rises the ranks) I find it likely Lords of Fleets and the sorts will hunt him down wanting to sway his opinion. Anyways, thank you very much! I'll try to slide down the pricing so I'm not 50 points over next time!
Better to be overcosted than undecosted.
In future having the book helps, and for help / USR costs, you can now check my new thread I linked above. (Need to rework my sig now I think. xD)
Most certainly! Heck, that's why it was 50 points over. I want to have fun with friends, not wreck them and so I'd rather it be over costed than under costed. That being said, 50 points seems just a tad bit drastic to be off by heh. I admit I should have waited but this character finally got to me (had the vague concept), went mad on his fluff and then realized I wanted to represent him on the table and, alas, college makes it difficult to mess with codices that are at home nor can I look at a friend's. Anyways, thanks for the USR costs on the new thread! Saw it and am rather glad. Thank you very much for making it and helping so many people here.
This is my first try at a special character so it may be kind of OP
Nurk'n'Durk - 220 points
Spoiler:
WS - 4
BS - 2
S - 3
T - 4
W - 3
I - 2
A - 2
LD - 8
Sv. - 6+
Wargear:
Warbike
Big Shoota
Da Stereo Nurk'nDurk always carry their beloved stereo into battle. The loud music amplifies the psychic ability of the other orks around them. Roll of the chart at the start of each turn to see what effect it has for the turn:
1 - Wot is dis stuff?! The stereo plays soothing classical music. Nurk'nDurk try to "fix" the stereo. Nurk'nDurk cannot move or shoot this turn.
2 - Kinda gloomy eh Durk? The stereo plays gothic metal. All enemies within 12" of Nurk'nDurk take a - 1 penalty to LD for the turn.
3 - Da Meks would love dis! The stereo plays industrial metal. All deff dreads and killa kans gain +1 WS and +1 S for the turn
4 - Rush da trucks into battle! The stereo plays Viking metal. All orks within 12" gain +1 WS and +1 S for the turn
5 - Hear dis hummies? Dis is deff! The stereo plays death metal. All orks within 8" are fearless for the turn.
6 - Zog it Nurk! TURN IT UP LOUDA!!! The stereo plays black metal. For the turn, Nurk'nDurk's big shoota is assault 8 instead of assault 3 for the turn. In addition, all orks within 8" gain an extra attack for the turn.
Special rules:
-Waaagh!
-Skilled Rider
This message was edited 1 time. Last update was at 2013/11/20 03:06:04
Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!
"Grabber" Gutsbag
Fluff
Legendary Loota boy who looted an imperial titan and turned it on its own army
Stats are the same as an ork warboss
Wargear
Tl shoota, big choppa, 'evy armour
Special rules
IC, sticky fingers
Sticky fingers. If in base contact with . An enemy vehicle at the start of the movement phase roll d6. On a 4+ gutsbag enters the vehicle and assumes control. The vehicle retains all stats weapons and remaining hull points but its ballistic skill becomes 2. If the vehicle is an occupied transport all models inside must immediately make an emergency disembark as gutz bag and his lads enter and force them out. If gutzbags mob is bigger than the carrying capacity of the vehicle gutsbag detaches from his unit and leaves them in his dust.
I would guess 125ish points would be fair
This message was edited 1 time. Last update was at 2013/11/21 03:38:49
Stikk bommas are special among ork society for one reason - They know when you pull the pin out of a stikk bomb you throw the bomb not the pin!
Field Marshall Antonn Gebbit of the 293rd Landsharks
First, a short history lesson:
Spoiler:
The 293rd Landsharks are a mechanized regiment from the hive world of Rexis Major, a planet known for being in a constant state of civil war.
As a result of the civil war, the 293rd Landsharks were forced to develop many strategies and equipments to better deal with planet's conditions. The planet is such that there are wide open toxic wastelands between each Hive City, and each city is akin to a concrete jungle, harbouring all kinds of hidden dangers.
Spoiler:
Army: Imperial Guard
FO:HQ Squad:CCS (May be bought to replace the company commander)
Points: 150 pts (see below).
Models: 1 (Unique)
Unit Type: Infantry (Character)
Statline: WS 4, BS 4, S 3, T 3, W 3, I 3, A 3, Ld 10, Sv 4+.
Razorfang: Razorfang is a modified chainsaw. It is a CCW with:
Range: Melee, Str: +1, Ap: 4.
Comms Relay: A great tactician, Antonn Gebbit likes to keep track of, and issue commands to, as many of his men as possible. This item extends his command radius to 36".
Special Rules: Senior Officer, Tank Tactician.
Tank Tactician: As a highly mechanized regiment, featuring lots of tanks, it should come as no surprise that Antonn Gebbit is an expert with vehicles, and has come to rely on them heavily.
As such, one HS choice may be taken as an Elite choice, and Antonn Gebbit may issue the following orders to any of the vehicles in his detachment (but only if he is the Warlord) as per the Senior Officer rule. Use Antonn Gebbit's Ld value for the test.
Set up a firing line! The vehicle (or vehicle squadron) to which this is issued may fire all of its non-ordinance weapons once at the end of the opponent's next shooting phase. They must then, however, move the maximum possible distance towards your deployment zone in your next movement phase, and may only make snapshots with those weapons (if they are even still able to fire at all).
Incoming! Yelling a warning to the vehicle's crew, they take evasive action. The vehicle (or vehicle squadron) to which this is issued gains the shrouded special rule until the start of your next turn.
Options: - The CCS to which Field Marshall Antonn Gebbit is assigned must take a Chimera as a Dedicated Transport, and begin the game mounted in it. [see the Chimera section for points cost]
Points calculations (maybe):
Spoiler:
+Commander (25 pts [50 - (7*4) for the vets = 22, round up to 25])
+1 Ld (5 pts)
+Carapace Armour (10 pts [as per Lord Commissar profile])
+1 Str (10 pts)
+ Melee Ap 4 (10 pts)
+Bolt Pistol (2 pts)
+Tank Tactician (+55 pts [+20 for impromptu shrouded, +25 for out-of-turn firing, +10 for FoC edit])
+24" Command Radius (15 pts)
+Cool tax ( 14 pts [~10% of subtotal])
Total: 146, round to 150 pts.
EDIT: Re-checked point cost.
This message was edited 1 time. Last update was at 2013/11/20 13:00:45
@SkavenLord
Very cool stereo effects. But you should consider changing his stats to a nobs, instead of a multiwound ld8 boy. The other rokkstarz are all nobs afterall. (but keep the 8 leadership)
His toughness should be 5 because of the bike, and his save should be 4+ also thanks to the bike. I do feel you have overcosted him quite alot, as currently he is paying like 170-180ish points for the stereo alone.
There is also a bad synergy, between having twinlinked dakka guns on the bike and a big shoota. Maybe consider giving him something else? like a big choppa, 2 CCW, and maybe add a bosspole?
@Rothrich
I like sticky fingers. But as of right now its hard to trigger, because of the need to start the movement phase in B2B with the vehicle. As vehicles arent locked in combat it would be rather easy for them to move away, maybe have it triggered in the assault phase, after assault moves, but before attacking?
Can he leave a non-transport vehicle afterwards? is he destroyed when the vehicle is? I suppose he cant hijack zooming flyers and walkers?
Special Rules: Independent Character, Supporting Fire, Bulky
Unit type: Jet Pack Infantry (character)
My first comment, is 'reaper', as a name, doesn't fit the Tau, they have no concept of the Reaper, or would have had the cultural experiences to have scythes or reaping fields. You could argue that it's imperial influence, but that's just my view.
Furthermore, (especially with no background or history on the unit), it having a sword, especially one so refined, is confusing at best. There's no explanation for anything actually. Why is he WS3 when commanders are normally 4? Why S4, instead of 5? Why T5 instead of 4? Why3W? Why I4? Why 2+ / 3+*? Why a 30" range assault 3 str7, AP1 plasma rifle and the Str8, AP1, Rending ccw that strikes at I4?
Total: 265 I would say make the following changes: First, use the base commander statline, with Iridium Armour. Next - standard shield gen. Give it a TL-PlasmaRifle, with 30" range instead if that thing. Give it a Power Sword with Rending instead of the rules you have now.
Britneyfan12 wrote: @SkavenLord
Very cool stereo effects. But you should consider changing his stats to a nobs, instead of a multiwound ld8 boy. The other rokkstarz are all nobs afterall. (but keep the 8 leadership)
Ah... Oops. Thanks for pointing that out. I'll be sure to change it.
His toughness should be 5 because of the bike, and his save should be 4+ also thanks to the bike. I do feel you have overcosted him quite alot, as currently he is paying like 170-180ish points for the stereo alone.
Yeah. You're right. Okay, 170 points.
There is also a bad synergy, between having twinlinked dakka guns on the bike and a big shoota. Maybe consider giving him something else? like a big choppa, 2 CCW, and maybe add a bosspole?
For some reason, I keep forgetting that warbikes already have guns. I was thinking of an attack bike-ish thing with the bike's guns and something like a heavy bolter (big shoota). Maybe the 6 for the stereo can be more bike dakka and give them both big choppas?
I'm thinking of making this a sort of buffer HQ so yeah, a bosspole is probably a good idea.
Thanks for the feedback!
Faithful... Enlightened... Ambitious... Brethren... WE NEED A NEW DRIVER! THIS ONE IS DEAD!
The burning pits of Hades, also known as Sweden in summer
Ovion wrote: some exceptions (Ld is +/- 5pts).
Certain things are more, such as Eternal Warrior is 35pts.
I still have to disagree with your stat ranking system. +1 T on a IG character is far less valuable than +1 T on say, a Wraithlord level character. Likewise with EW.
In the same way, +1A is much better (like, many times better) if you have a TH or similar strong melee weapon compared to only a CCW.
You must judge each individual change based on how the rest of the character is. A 2+ Inv save would not be too costly on a T2 W2 character, but imagine it on a T8 W4 character. Judge based on how often a stat change or ability will make a difference and how great said difference is, not only how great the change is.
How would you price a weapon that only has one effect: a 1/36 chance of unleashing a D/D/D Apocalyptic Blast with 120" range and automatic hit?
I should think of a new signature... In the meantime, have a
Ovion wrote: some exceptions (Ld is +/- 5pts).
Certain things are more, such as Eternal Warrior is 35pts.
I still have to disagree with your stat ranking system. +1 T on a IG character is far less valuable than +1 T on say, a Wraithlord level character. Likewise with EW.
In the same way, +1A is much better (like, many times better) if you have a TH or similar strong melee weapon compared to only a CCW.
You must judge each individual change based on how the rest of the character is. A 2+ Inv save would not be too costly on a T2 W2 character, but imagine it on a T8 W4 character. Judge based on how often a stat change or ability will make a difference and how great said difference is, not only how great the change is.
How would you price a weapon that only has one effect: a 1/36 chance of unleashing a D/D/D Apocalyptic Blast with 120" range and automatic hit?
Just because you can make something and price it doesn't necessarily mean that you should make something
Just made this up, gonna test him out in the next week. Well, as long as I get that Network+ done...
Master Argenor Andros, Chapter Master of the Knights Eternal 260 points The Knights Eternal, a chapter characterized by their absurd resilience to all but the most devastating of wounds, is ruled by Master Argenor Andros. Made of sterner stuff than most, one could mistake his powerful will to live for powerful bionics, but it is not. Some speculate that he is a Biomancer, but no evidence except his unearthly fortitude has come to light. In battle, he is always found at the front lines, fighting with a fury that would make even the most overzealous chaplain proud. He is never far apart from his mount Cyr, a mighty beast similar to a terran horse, but far more powerful and a deadly fighter all on its own. WS6| BS5| S4| T4| W4| I5 | A4| Ld10| Sv2+ Unit Type: Infantry (Character) Wargear: -Amaranthos: Much like Argenor, this massive axe is incredibly strong, and he has been known to carve open tank hulls with it. This weapon uses the following profile: R:- S:+1 AP:1 Type: Melee, Cleave* *Argenor may forgo his usual attacks for the current assault phase in order to make 2 attacks at double his strength. These attacks re-roll failed armor penetration rolls. -Frag and Krak Grenades -Iron Halo -Chapter Tactics
Special Rules: -Independent Character -And They Shall Know No Fear -Eternal Warrior -It Will Not Die
This message was edited 2 times. Last update was at 2013/11/23 21:01:36
Ovion wrote: some exceptions (Ld is +/- 5pts). Certain things are more, such as Eternal Warrior is 35pts.
I still have to disagree with your stat ranking system. +1 T on a IG character is far less valuable than +1 T on say, a Wraithlord level character. Likewise with EW.
In the same way, +1A is much better (like, many times better) if you have a TH or similar strong melee weapon compared to only a CCW.
You must judge each individual change based on how the rest of the character is. A 2+ Inv save would not be too costly on a T2 W2 character, but imagine it on a T8 W4 character. Judge based on how often a stat change or ability will make a difference and how great said difference is, not only how great the change is.
How would you price a weapon that only has one effect: a 1/36 chance of unleashing a D/D/D Apocalyptic Blast with 120" range and automatic hit?
Its worked so far though. And guard are special sunflowers where everythings cheaper, and even the HQs are Basic or Elite infantry for the most part (meaning that +1T is 2 or 3 pts). :/ I'll be interested to see how the prices change with their new book.
But as I keep saying, it evens out against everything as a whole. If you have a Thunderhammer and +1 attack, that's 35pts. If you have a 2+ save on a T2, 2W character, if it's a lone HQ - it'll be +45pts generally, but if it was a squad, that'd more likely be +15pts, and likely only a few pts to start. On a T8, 4W character, you're already likely paying 100pts just for the Toughness and Wounds, then an extra 45pts for the save.
EW is 35pts for T3 and T4 characters when it's buyable - this has been confirmed by several things.
As for your Apoc weapon - Lets call it Antimatter Meteor as a base. That's 150pts. You're increasing it by a total of +8 str, so +80 to 230. +6*12" range, so a further +60, to 310. And an Auto-hit, that's tricky, but we'll say thats probably equal to BS11, so at least a +6 to BS, or, at least +60pts. That's 370. But then it has a 1/36 chance of working, so that's 370/36, or 11pts (10.27 rounding up) for a weapon with a 2.7% chance of working.
Of course, that doesn't mean you should do such things, and it doesn't mean the systems perfect, I've never claimed such. And I've always said that it's ultimately a base, and testing may show it's not quite right.
But then, I'm not forcing you to use it, I'm just here to give a generally unbiased opinion.
This message was edited 2 times. Last update was at 2013/11/23 22:31:00
I made this guy up, thinking about playing him at my local gaming club. Just wanted to check to see whether people think he is priced fairly...
(he has fluff, but he is tied in with my craftworld fluff so i won't post it)
Gifts of Asuryan:
The Spear of Flickering Spirits
Trinkets of the Warp
Warlord Trait:
Lord of the Sorrowful Dead
Special Rules:
Ancient Doom
Battle Focus
Fleet
Independent Character
Psyker (Mastery Level 3)
Spirit Mark
Death Speaker
Shadow Council
Partial Existence
Spirit Lord
Hemlock Commander
The Spear of Flickering Spirits: (25 Points)
An ancient singing spear plucked from the heart of a crone world by a bloodthirsty renegade Space Marine. It has since found its way back to Eldar hands. The wraithbone of the weapon seethes with the raw energy of the warp; the power locked tightly inside the weapon until Ley-Yaen calls upon its mighty wrath to send his enemies sprawling into the depths of the warp, where the weapon itself withstood many years of suffering.
Range-12, S-9, AP- 2, Type- Assault 1, Fleshbane, Distort
Range- Template, S-4, AP-2, Type- Assault 1, Distort
Range- -, S-User, AP- 2, Type- Melee, Fleshbane, Armourbane, Distort
Trinkets of the Warp: (10 Points)
Fascinated by the rift in the material universe known as the warp, Lev-Yaen often studies the Warp infused artefacts held by the forces of chaos once a battle is over. Due to this, he has gained an understanding of the warp that would be impossible for someone who has not experienced a partial existence in between a mortal and a spirit.
Any time Lev-Yaen suffers perils of the warp, you can choose to prevent the wound immediately by releasing the power of his Warp infused trinkets, which makes him immune to perils of the warp until the start of your next turn. However, this daemonic presence interferes with his runic armour, preventing him from using his invulnerable save until the start of your next turn.
Psyker: (35 Points)
Lev-Yaen the Spirit Lord generates his powers from the Runes of Battle, Runes of Fate and Telepathy disciplines. Furthermore, to demonstrate his ability to keep his body youthful and fresh, after all of his psychic powers have been generated, one must be replaced by the destructor/renewer power from the Runes of Battle discipline, unless it was previously generated. However, this power may only be used as the renewer psychic power, making him unable to use the destructor psychic power.
Shadow Council:
Lev-Yaen counts as a standard Spiritseer for the purpose of including a shadow council.
Partial Existence: (20 Points)
Living as a mortal, with a spirit inside of him as bright as a sun, Lev-Yaen can choose to view the battlefield as a Spirit or a Mortal. This complex psychic state occasionally makes his wounds drift by unnoticed. Lev-Yaen the Spirit Lord has the Feel No Pain (4+) special rule.
Spirit Lord: (15 Points)
On the battlefield Lev-Yaen is often accompanied by a unit of Wraithblades. These Wraithblades follow the same rules as a normal group of Wraithblades, however, they automatically pass look out sir tests and may accept challenges as if they were characters.
Hemlock Commander: (15 Points)
Lev-Yaen was the mind behind the production of the Hemlock Wraithfighter, and was scorned for the creation of such a macabre war machine. However now their use has become more wide spread, his mastery of terror is something appreciated, if not feared, by friend and foe alike. But of all Eldar commanders, only he can truly appreciate the true purpose of the Hemlock Wraithfighter. All Hemlock Wraithfighters may choose to pass or fail a reserve roll automatically. Furthermore, the refined Mindshock pods he equips his Wraithfighters with will only affect enemy units. Minshock Pods in this army do not affect allied units.
Well i just thought that as a D-Scythe only costs 10 points. A singing spear costs 5. Then 10 points for the ap 2 throwing and close combat.
Maybe i should get rid of the throwing function?
No, a D-Scythe costs 40pts. 30pts for the Wraithcannon (Same as 2 Power Weapons), then +10 to upgrade it to a D-Scythe.
Furthermore, a Singing Spear is a +5pt upgrade to a Witchblade/WitchStaff (Which is basically a Power-Weapon equiv anyway), but it's StrUser, AP-. You've made it Str9, AP2 and given it Distort.
This message was edited 1 time. Last update was at 2013/11/24 14:42:34
Yeah I've probably really under priced the weapon... Any advice on what to do there...
But also, I don't think a D-Scythe is 40 points.
A wraithguard with a D-Scythe is 42 points. So i guess a fair bit of those points is the actual toughness 6 goodness.
TWilkins wrote: Yeah I've probably really under priced the weapon... Any advice on what to do there...
But also, I don't think a D-Scythe is 40 points.
A wraithguard with a D-Scythe is 42 points. So i guess a fair bit of those points is the actual toughness 6 goodness.
A Wraithguard is Elite Infantry though, so the cost of the base weapon is spread across 3 models.
The Base Wraithguard (D-Cannon), is the same price as a Wraithblade (2Power Weapons), which is 30pts. (Meaning each 'Wraith' is 22pts each)
Giving it to the Character though, you pay full price.
I made this guy up, thinking about playing him at my local gaming club. Just wanted to check to see whether people think he is priced fairly...
(he has fluff, but he is tied in with my craftworld fluff so i won't post it)
Gifts of Asuryan:
The Spear of Flickering Spirits
Trinkets of the Warp
Warlord Trait:
Lord of the Sorrowful Dead
Special Rules:
Ancient Doom
Battle Focus
Fleet
Independent Character
Psyker (Mastery Level 3)
Spirit Mark
Death Speaker
Shadow Council
Partial Existence
Spirit Lord
Hemlock Commander
The Spear of Flickering Spirits: (25 Points)
An ancient singing spear plucked from the heart of a crone world by a bloodthirsty renegade Space Marine. It has since found its way back to Eldar hands. The wraithbone of the weapon seethes with the raw energy of the warp; the power locked tightly inside the weapon until Ley-Yaen calls upon its mighty wrath to send his enemies sprawling into the depths of the warp, where the weapon itself withstood many years of suffering.
Range-12, S-9, AP- 2, Type- Assault 1, Fleshbane, Distort
Range- Template, S-4, AP-2, Type- Assault 1, Distort
Range- -, S-User, AP- 2, Type- Melee, Fleshbane, Armourbane, Distort
Trinkets of the Warp: (10 Points)
Fascinated by the rift in the material universe known as the warp, Lev-Yaen often studies the Warp infused artefacts held by the forces of chaos once a battle is over. Due to this, he has gained an understanding of the warp that would be impossible for someone who has not experienced a partial existence in between a mortal and a spirit.
Any time Lev-Yaen suffers perils of the warp, you can choose to prevent the wound immediately by releasing the power of his Warp infused trinkets, which makes him immune to perils of the warp until the start of your next turn. However, this daemonic presence interferes with his runic armour, preventing him from using his invulnerable save until the start of your next turn.
Psyker: (35 Points)
Lev-Yaen the Spirit Lord generates his powers from the Runes of Battle, Runes of Fate and Telepathy disciplines. Furthermore, to demonstrate his ability to keep his body youthful and fresh, after all of his psychic powers have been generated, one must be replaced by the destructor/renewer power from the Runes of Battle discipline, unless it was previously generated. However, this power may only be used as the renewer psychic power, making him unable to use the destructor psychic power.
Shadow Council:
Lev-Yaen counts as a standard Spiritseer for the purpose of including a shadow council.
Partial Existence: (20 Points)
Living as a mortal, with a spirit inside of him as bright as a sun, Lev-Yaen can choose to view the battlefield as a Spirit or a Mortal. This complex psychic state occasionally makes his wounds drift by unnoticed. Lev-Yaen the Spirit Lord has the Feel No Pain (4+) special rule.
Spirit Lord: (15 Points)
On the battlefield Lev-Yaen is often accompanied by a unit of Wraithblades. These Wraithblades follow the same rules as a normal group of Wraithblades, however, they automatically pass look out sir tests and may accept challenges as if they were characters.
Hemlock Commander: (15 Points)
Lev-Yaen was the mind behind the production of the Hemlock Wraithfighter, and was scorned for the creation of such a macabre war machine. However now their use has become more wide spread, his mastery of terror is something appreciated, if not feared, by friend and foe alike. But of all Eldar commanders, only he can truly appreciate the true purpose of the Hemlock Wraithfighter. All Hemlock Wraithfighters may choose to pass or fail a reserve roll automatically. Furthermore, the refined Mindshock pods he equips his Wraithfighters with will only affect enemy units. Minshock Pods in this army do not affect allied units.