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Made in gb
Ichor-Dripping Talos Monstrosity






That's... a bit silly tbh ><

I do find it a lil silly that the bolter has that high a RoF myself (more than an Assault Cannon)

If he's carrying 4 Bolters strapped together though, that'd be hilarious and awesome.

   
Made in us
Regular Dakkanaut





 Ovion wrote:
That's... a bit silly tbh ><

I do find it a lil silly that the bolter has that high a RoF myself (more than an Assault Cannon)

If he's carrying 4 Bolters strapped together though, that'd be hilarious and awesome.


Whats a bit silly? The bolter being named? Or the compilation of Renegades/Rogue Trader/other stuff

Yeah, in my mind he strapped four bolters together, the rending comes from the RoF more so than any unique trait.

He is intended to be a senile marine like Iacton Cruze, thinks himself a knight and such. His name literally means "A release of a man, Master of the People"

He may be more of a threat than most realize
   
Made in us
Preacher of the Emperor






A "compilation of Renegades/Rogue Trader/other stuff" would be awesome. There's a lot of stupid stuff from the game's early days best left forgotten (err, and sometimes not, e.g. idiot-savant space orangutans) but there's a lot of fun worth resurrecting from a more tongue-in-cheek era.

And that context is a perfect fit for a senile Marine firing four bolters that are -- um -- bolted together. "Hey, I bolted these bolters so I can fire more bolts!"

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Regular Dakkanaut





 SisterSydney wrote:
A "compilation of Renegades/Rogue Trader/other stuff" would be awesome. There's a lot of stupid stuff from the game's early days best left forgotten (err, and sometimes not, e.g. idiot-savant space orangutans) but there's a lot of fun worth resurrecting from a more tongue-in-cheek era.

And that context is a perfect fit for a senile Marine firing four bolters that are -- um -- bolted together. "Hey, I bolted these bolters so I can fire more bolts!"


It's so exciting to be working on something that is ENTERTAINING, it pushes the limits of creative balance.

I personally think having poor base stats can be compensated with interesting synergy between the models Weapons and special rules.

   
Made in us
Longtime Dakkanaut





Oceanic

C:SM 102.5 points
HQ

RICK PLUGGER

WS: 11
BS: 11
S: 10
T: 9
W: 12
I: 15
A: 10
Ld: 11
Sv: 2++

Special Rules: ATSKNF, One man Army (allows Rick Plugger to be fielded by himself, grants him ability to score objectives and contend objectives), Fat mans death dance ( when Rick plugger is your Army the entire board is line breaker for him), Why even bother (all games end after turn two), Relentless, Eeek!, Rick Plugger has an unbelievable fright of gretchin, if Rick Plugger is at base to base contact with any gretchin or grot model, Plugger has a minus 8 to all stats

Warlord Trait: table toss, if for some god forsaken reason, you actually lose a combat assault. You can quit the game in disgust. Game is always resolved as a draw.

Gear: Obnoxious Heckler R48"-S9-AP-1 Salvo 10/8, Shred, fleshbane, Master-crafted,

Instrument of blunt and brutal force S+2-AP 2 Melee, Master-crafted

Helmet of incredible bovine feces, grants 2+ invulnerable save

Steel testicles of refizius, allows user to reroll one failed armor save per wound.

This message was edited 1 time. Last update was at 2014/03/24 04:10:50


https://www.youtube.com/channel/UCiJ5Xnv1ClgVcGmmb-zQBlw

Perils of the Wallet - YouTube Channel 
   
Made in us
Regular Dakkanaut





Independent Character: 25 Points (+100 Points to take If I Where A Space Marine)

Thalsa, The Aged Veteran

WS:3 BS:4 S:3 T:3 W:2 I:3 A:2 LD:8 Sv: 5+

Wargear: Lasgun, Las Pistol, Power Sword, Flak Armor Frag and Krak Grenades

Special Rules: Experienced Marksman: Shooting attacks made by Thalsa the Aged Veteran are precision shots on to hit rolls of 4+, (If I where a Space Marine...:Thalsa The Aged Veteran and any squad he is in may once per game enter reserves with a drop pod as a dedicated Transport, this drop pod comes equipped with Four Heavy Bolters, A Multi Melta and a Heavy Flamer), Shrouded, Spit and Elbow Grease: Thalsa may attempt to repair any immobalized dedicated Transport, on a roll of 6 the vehicle is no longer immobilized

Thalsa's Drop Pod is a Venerable Drop Pod with a mind of its own,

Armor Value:

BS:3 Front:12 Side:12 Rear: 12

Special Rules: Venerable, Ancient Machine Spirit: Thalsa's Drop Pod may target separate squads with its six weapons, but will ALWAYS target models with the Daemon special rule if possible, if there are no Daemons or models with at least a 4+ armor save within 36" , the drop pod deems the enemy unworthy and will not fire any of its weapons, in addition, if there are no vehicles with at least one Armor Value of 14, then Thalsa's Drop Pod will not fire its Multi-Melta.
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

Eh, I'll give it a shot here too.

Crazygit, tha Deffskull Mekboss

"Oy, Tinkanut!" the mek bellows, as he temporarily looks away from the Meka Dread he's welding together. "Ya got tha weldy bits!?"
"Ah got 'em 'lready boss, I'm comin'!" the little grot runt replies, as it drags a rather large and crude welding and cutting tool. "All ready ta git on."
The mek then grabs the 'fing and flings it to get the grot off, for then to mount it on and connect the proper bits to where they're sorta supposed to be, before he takes a few steps back to admire the big killy thing he just made.
"Sure 'ope Gorgutz loikes this." he says to himself, as he then bellows at the grot again. "Tinkanut! GIT DA BOSS!" And just for safe measures, he turns to his lootas bickering at the scrap wagons. "An ye gits betta not touch me new dread 'ere neitha!"


Cost: 135

WS: 4 BS: 1 S: 4 T: 5 W: 3 I: 3 A: 4 Ld: 9

Gunz an' bits: Burna, 'Eavy Armor, Bosspole, Kustom Force Field, Cybork Body

Shiny gubbins:
Sunda Choppa: Crazygit's own specially made choppa, that's heavily inspired from a few power axes, that his lootas brought in for him.
He can use either one of the two modes at the start of the assault phase:

Normal choppy: S: normal AP: 4 Type: Specialist weapon
Souped up: S: +2 AP: 2 Type: Specialist weapon, Unwieldy, Armorbane

Metal 'ead: Due to a rather unfortunate accident involving a deff dread's buzz saw, he had to make himself a bionic head for himself, so his brain was somewhat contained in his head.
He gains +1 to Toughness, but suffers -1 to BS due to the rushed targeting bits.

Tinkanut: Being Crazygit's oldest and luckiest of his Orderlies, he keeps helping him out with either fetching or repairs, as well as creating some of his own stuff when nobody's looking.
Tinkanut's a grot oiler, that can be used all the time and only gets removed when Crazygit gets taken out as a casualty.

Crazygit's Scrappa boyz: These boyz works for the mek to loot wagons, guns, armor, basically anything that can be used to make something with, in which they of course either keep some of it, or get some fancy guns out of it.
They're standard shoota boyz, that can't get a nob, but gets a Mekboy with a Shoota for free. They can also get the following weapon, instead of a Big Shoota or a Rokkit Launcha:

Burna: 5 points
Deffgun: 10 points

The Mekboy can also buy his own gear as follows:

Bosspole: 5 points
Eavy Armor: 5 points
Burna: 5 points
Big Shoota: 5 points
Deffgun: 10 points
Kustom Mega Blasta: 10 points
Cybork Body: 10 points

This message was edited 2 times. Last update was at 2014/03/24 09:19:24


 
   
Made in us
Preacher of the Emperor






I like the Ork fluff (putting da fings sorta where dere s'posed ta go) and the arrogant Drop Pod that won't fire on lesser foes....

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in us
Regular Dakkanaut





 SisterSydney wrote:
I like the Ork fluff (putting da fings sorta where dere s'posed ta go) and the arrogant Drop Pod that won't fire on lesser foes....


Thalsa is amusing.
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).





This message was edited 3 times. Last update was at 2014/03/24 16:20:23


I should think of a new signature... In the meantime, have a  
   
Made in us
Regular Dakkanaut





 BrotherHaraldus wrote:
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).







Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.

This message was edited 1 time. Last update was at 2014/03/24 14:05:48


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Clefty wrote:Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.
To the other questions, I don't know.
But I would assume the wounds and such is because it's base CSM Sorc, not base SM Captain / Chapter Master.

BrotherHaraldus wrote:
Spoiler:
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Costing
Spoiler:
Sorc - 60
+1WS +10
+1BS +10
+1I +10
+1A +10
+Plasma Pistol +15
+Artificer Armour +15
+Plasma Pistol +15
+Soulsword (+Concussive +10) +10
+Sigil of Corruption +25
+Talisman of the Thousand / Flaming Eye(s) +10
+2 Mastery Levels +50
+1 Power +10
+Kinetic Swipe +10
+Fear +5
+Fearless +10
+MoT +15
+Breaker of Wills +10
Total: 300

Even the 'base' upgrades out of the codex would be:
Costing
Spoiler:
Sorc - 60
+Plasma Pistol +15
+Artificer Armour +15
+Plasma Pistol +15
+Sigil of Corruption +25
+2 Mastery Levels +50
+MoT +15
Total: 195

Then you have +1WS, +1BS, +1I, +1A, +Soulsword, +Talisman of the Thousand / Flaming Eye(s), +1 Power standard Psychic Power, +Kinetic Swipe Unique Power, +Fear, +Fearless, +Breaker of Wills (Which grants practical immunity to people taking Deny the Witch rolls against Psychic powers.)

So +4 stats, a better weapon, 2 more powers than standard, stripping the defence against Psychic powers, and 2 USRs.


   
Made in us
Regular Dakkanaut





 Ovion wrote:
Clefty wrote:Why would models being thrown take a hit at their own strength value? Wouldn't it make more sense to call the spell Masterful Manipulation or something? they shuffle one inch and hit themselves? Why does he have two wounds instead of three? He looks terribly over priced for what he does, lacks an invulnerable save, lacks a third wound but is on par with a Chapter Master in terms of weapon skill.
To the other questions, I don't know.
But I would assume the wounds and such is because it's base CSM Sorc, not base SM Captain / Chapter Master.

BrotherHaraldus wrote:
Spoiler:
Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Thousand Eyes

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).
Costing
Spoiler:
Sorc - 60
+1WS +10
+1BS +10
+1I +10
+1A +10
+Plasma Pistol +15
+Artificer Armour +15
+Plasma Pistol +15
+Soulsword (+Concussive +10) +10
+Sigil of Corruption +25
+Talisman of the Thousand / Flaming Eye(s) +10
+2 Mastery Levels +50
+1 Power +10
+Kinetic Swipe +10
+Fear +5
+Fearless +10
+MoT +15
+Breaker of Wills +10
Total: 300

Even the 'base' upgrades out of the codex would be:
Costing
Spoiler:
Sorc - 60
+Plasma Pistol +15
+Artificer Armour +15
+Plasma Pistol +15
+Sigil of Corruption +25
+2 Mastery Levels +50
+MoT +15
Total: 195

Then you have +1WS, +1BS, +1I, +1A, +Soulsword, +Talisman of the Thousand / Flaming Eye(s), +1 Power standard Psychic Power, +Kinetic Swipe Unique Power, +Fear, +Fearless, +Breaker of Wills (Which grants practical immunity to people taking Deny the Witch rolls against Psychic powers.)

So +4 stats, a better weapon, 2 more powers than standard, stripping the defence against Psychic powers, and 2 USRs.



Idk, I personally think Arhiman is better for that price tag. Sure that character is a rather heavily modified sorc, but his overall effectivness isn't very high, he falls into the category of "Bad" or "Unplayable" you would be hard pressed to see him make his points back without some sort of deep striking, and even then this Sorc would get smashed in Close Combat.

This message was edited 1 time. Last update was at 2014/03/24 15:38:08


 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

They take a hit on their own strength to represent their own weight when they crash-land. They are not just punted nicely, they are violently hurled into the air and then fall down with a crash. Considering adding Strikedown.

I know he is not competetive. I only designed him with fluff in mind and I did not think much for competetiveness.

Also, I wiped with the Talisman naming.

It is supposed to be named Flaming.

Gonna fix.

This message was edited 2 times. Last update was at 2014/03/24 17:28:24


I should think of a new signature... In the meantime, have a  
   
Made in gb
Hallowed Canoness





Between

Uh, he has a 3++ invulnerable save from Sigil of Corruption + Mark of Tzeentch, so I'm not sure where 'He has no invun' comes from...



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

And Sorcerers are Fearless baseline afaik...

He has W2 because most other Sorcerers do.

He has WS6 like a Lord because he is more experienced in combat than your average Sorcerer.

As for cost, I have no idea. My first guess was indeed just a guess.

This message was edited 1 time. Last update was at 2014/03/24 17:24:43


I should think of a new signature... In the meantime, have a  
   
Made in gb
Ichor-Dripping Talos Monstrosity






No fearless in my CSM codex Sorc entry.

Lords are though.

   
Made in us
Regular Dakkanaut





 BrotherHaraldus wrote:
And Sorcerers are Fearless baseline afaik...

He has W2 because most other Sorcerers do.

He has WS6 like a Lord because he is more experienced in combat than your average Sorcerer.

As for cost, I have no idea. My first guess was indeed just a guess.


Shrug. I guess he is fluffy, he feels generic. The Template you used is closer to a Lord than just a Sorcerer, I personally think making him a Sorcerer lord alongside an additional hitpoint would be more in line with his statline.


Automatically Appended Next Post:
 Furyou Miko wrote:
Uh, he has a 3++ invulnerable save from Sigil of Corruption + Mark of Tzeentch, so I'm not sure where 'He has no invun' comes from...


My bad, I don't dabble with the Chaos Space Marine Codex.

This message was edited 1 time. Last update was at 2014/03/24 20:29:16


 
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

He is effectively a Sorcerer Lord.

His title is 'Master Sorcerer' which is similar. He leads a coven of Sorcerers.

You think I should make him W3?

This message was edited 1 time. Last update was at 2014/03/24 21:32:08


I should think of a new signature... In the meantime, have a  
   
Made in us
Regular Dakkanaut





 BrotherHaraldus wrote:
He is effectively a Sorcerer Lord.

His title is 'Master Sorcerer' which is similar. He leads a coven of Sorcerers.

You think I should make him W3?


Yeah, I think the third wound is in order, He might shine in a 1vsmany scenario, the Lone Sorcerer Lord descends from his obsidian tower to do battle with the whelps of some Chapters First company.

Campaigns are my thing and should be epic, he could be a pretty baller BBEG
   
Made in se
Glorious Lord of Chaos






The burning pits of Hades, also known as Sweden in summer

He isn't even the actual overall leader of my warband.

He is one of the two dozen or so veterans of the long war at its core, badasses who lead it.

Otherwise the warband varies a lot.

I made this to show how big it is in my fluff. I don't have a tenth, hell, do I have have a hundredth of that yet?

But when I have all that gak, then I can say my army is well and truly finished. Plus, it's what I use when I write short stories etc.

This message was edited 1 time. Last update was at 2014/03/24 23:41:15


I should think of a new signature... In the meantime, have a  
   
Made in us
Regular Dakkanaut





BrotherHaraldus wrote:Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).







BrotherHaraldus wrote:Sharikh the Contemptous, Master Sorcerer of the Glacier Serpents

250 points

WS6 BS5 S4 T4 W2 I5 A3 LD10 SV2+

Wargear: Plasma Pistol, Relic Armour, Frag Grenades, Krak Grenades, Soulsword, Sigil of Corruption, Talisman of the Flaming Eye

Relic Armour: This suit of armour has been forged many millenia ago by the most brilliant of Warpsmiths, and many protective wards are bound into its plates. This armour grants the wearer an armour save of 2+

Soulsword: Those who survive being struck by this force sword have their vitality drained from them, rendering them slow and sluggish.

Range: Melee S: user AP3 Type: Melee, Concussive, Force

Talisman of the Flaming Eye: This talisman grants the wielder sight beyond sight. Sharikh's psychic powers can target units he does not have line of sight to.

Special Rules:

Fear, Fearless, Psyker (Mastery Level 3), Breaker of Wills, Champion of Chaos, Mark of Tzeentch

Psyker: Sharikh may roll once on the Tzeentch table for his psychic powers, and three times on the Telekinesis or Telepathy disciplines. In addition, he has the following unique psychic power:

Kinetic Swipe

When Sharikh sweeps his arm, the foe scatters like leaves to the wind before him.

Warp Charge 2

Kinetic Swipe is a Maelstrom psychic power with a range of 12". It does not affect Monstrous Creatures or vehicles. All models hit by the power, except Sharikh himself, suffer a hit at their own unmodified Strength value. Furthermore, they are immediately moved D6" directly away from him. If this would take them into another model, the table edge, impassable terrain or lethal terrain, they stop when they reach it. If such a model is moved into contact with a model of the opposite side, they instead stop 1" away. If the thrown model hits another model, friend or foe (Including being forced to stop 1" away from a foe), then both models take the hit at the original Strength value.

Breaker of Wills

This special rule incurs a -1 penalty to Deny the Witch rolls taken against Sharikh's psychic powers (Effectively altering it to '-' unless Adamantium Will or similar is present).








Well, its important to note that having multiple badasses who are more badass than most other badasses is bad design. If he isn't the Second in command OR the Big Man himself then I would suggest toning his Power Levels down.
   
Made in us
Shrieking Traitor Sentinel Pilot







The Hexumvirate:

This council of six guys (and gals) are the leaders of The Church of Pure Joy, my Slaanesh worshipping Traitor Guard.
Gonna be honest here, these points costs are really rough. I’m not exactly sure how to price these guys. Heck, a six warlord rules list was enough work as it is. Suggestions welcome.

One Company Commander in an Imperial Guard army may be upgraded to one of the six Hexumvirate for the points cost listed below. A member of the Hexumvirate will always be the army’s warlord. They must be used exactly as described here and may not be given additional equipment. In an Apocalypse game, all 6 may be taken as a single HQ choice and all count as the Warlord together. This means that in an Apocalypse game where the whole Hexumvirate is taken, all 6 must be killed to get Slay the Warlord. An army that takes any member of the Hexumvirate may not take other Imperial Guard special characters. An IG army that takes any member of the Hexumvirate also changes its allies chart as follows:

Battle Brothers: Chaos Daemons (Slaanesh only), Chaos Space Marines (Mark of Slaanesh and Undivided only)
Allies of Convenience: Chaos Daemons (Tzeentch and Nurgle), Chaos Space Marines (Mark of Tzeentch or Nurgle), Imperial Guard, Tau, Orks
Desperate Allies: Chaos Daemons (Khorne), Chaos Space Marines (Mark of Khorne), Eldar, Dark Eldar
Come the Apocalypse: Grey Knights, Adepta Sororitas, Space Marines of all flavors, Inquisition

Spoiler:
I’ve peeled back the fabric of reality and gazed deep into the abyss. And do you know what I discovered? We’re all damned. Some of us are just going to have some fun before we die.
-Aeven Makris, former Navigator Guild member, Extremis Diabolus


Aeven, Master of the Fleet +80pts
WS 3
BS 4
S 3
T 3
W 3
I 4
A 1
Ld 9
Sv 5++

Wargear: Laspistol, Refractor Field

Warlord Trait: Strategic Genius

Special Rules: Mark of Slaanesh (Initiative already modified), Orbital Bombardment, Warp Gaze, Intercept Reserves, Non-military Background

Orbital bombardment: Once per game, Aeven may call down an orbital bombardment in his shooting phase. This counts as firing a ranged weapon with the profile below.

Range: Infinite S: 10 AP: 1 Type: Ordinance 1, Barrage, Large Blast, Orbital: If an arrow is rolled on the scatter dice, the bombardment always scatters the full 2D6. Aeven’s ballistic skill makes no difference.

Warp Gaze: Aeven is a corrupted Navigator. The already fatal gaze of a Navigator’s third eye has been exaggerated by chaotic mutation, turning it into a lethal weapon that spits concentrated blasts of raw warp energy. Aeven’s Warp Gaze is a ranged weapon with the following profile.

Range: 24” S: 10 AP:1 Type: Heavy 1

Intercept Reserves: As long as Aevin is alive, your opponent must subtract 1 from all reserve rolls. In addition, you may choose to force any enemy unit using the outflank rule to reroll the dice when determining which board edge the squad arrives from.

Non-military Background: A Company Commander upgraded to Aeven may not issue Commands.


Spoiler:
Small and petty minds cannot grasp the true form of perfection. I have embraced it, communed with it, felt its caress. And through it, I have been made truly whole.
-Thalia (Last name unknown), Occultist, Extremis Diabolus


Thalia, Mistress of Ceremonies +90 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 5++

Wargear: Staff of Obscenities, Silken Mantle

Warlord Traits: Immortal Commander, Lord of Unreality (yes, Thalia has two warlord traits, both from Codex: Chaos Daemons)

Special Rules: Mark of Slaanesh (Initiative already modified), Psyker (Mastery Level 2), Daemon Consort, Non-military Background

Thalia chooses her psychic powers from the Telepathy Discipline (main rulebook) and the Discipline of Slaanesh (Codex: Chaos Space Marines)

Staff of Obscenities: This powerful artifact cuts through reality, causing the warp to bleed into the very air around it, while flattering whispers drive the uninitiated mad. The Staff of Obscenities is a close combat weapon that has poisoned (2+) and Rending. It also gives its bearer the Immortal Commander and Lord of Unreality Warlord Traits.

Silken Mantle: This sorcerous cape is made from the finest and most luxurious materials, and wraps and weaves around its wearer with a life of its own accord. It gives Thalia a 5+ rerollable invulnerable save.

Daemon Consort: An army that takes Thalia MUST take Chaos Daemons as allies. These daemons may be the primary attachment or the secondary detachment.

Non-military Background: A Company Commander upgraded to Thalia may not issue Commands.

Spoiler:
Ah, the grinding of gears! The deep rumble of cannon fire! The flash of explosions tearing through the sky! The burning smell of promethium! The wails of the dying! The galaxy is a canvas, and I’m going to paint all over it!
-Erato Zare, former Imperial Guard Armoured Company Commander, Extremis Diabolus


Erato, Master of Armoured Companies +120 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 4+

Wargear: Carapace Armour, Plasma Pistol, Chain Fist, Melta Bomb, Frag and Krak Grenades

Warlord Trait: Immovable Object

Special Rules: Mark of Slaanesh (Initiative already modified), Screaming Mimi, Special Commander

Screaming Mimi: Erato and his squad always come with his special transport, a Chimera modified with pilfered Noise Marine technology. The Screaming Mimi is a Chimera with a transport capacity of 6, a Blastmaster in place of its Multi Laser, a Doom Siren in place of its Heavy Bolter, and a pintle-mounted Sonic Blaster.

Special Commander: Instead of issuing orders to infantry, Erato issues each order to a single tank or tank squad. All tanks are considered to have a leadership of 7 for the purpose of testing for orders. Erato may issue the following orders:

Smash their False Idol!- The tank or tank squad gains preferred enemy (super-heavies) until the end of turn.
Full Throttle, Full Blast!- The tank or tank squad may make a full move of 12 and fire all its weapons.
Thrill Me, Gunner!- If the tank or tank squad does not move this turn, it gains the Crack Shot rule until the end of turn.


Spoiler:
Move in carefully. I want to take a few alive. I want them to scream. I want them to squeal. Once they’ve told all they know, betrayed everything they stand for, abandoned hope, then give them a choice. Embrace Slaanesh, or embrace a slow and painful death. It will be delicious.
-Calliope XIII, former Death Cult Assassin, Extremis Diabolus


Calliope, Mistress of Espionage +80 pts.
WS 5
BS 5
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 4++

Wargear: Sniper Rifle, Power Weapon, Close Combat Weapon, Melta Bomb, Frag and Krak Grenades

Warlord Trait: Princeps of Deceit

Special Rules: Mark of Slaanesh (Initiative already modified), Infiltrate, Scout, Stealth, Lightning Reflexes, Special Commander

When the Company Commander is upgraded to Calliope, the entire squad gains the Infiltrate, Scout, and Stealth special rules.

Lightning Reflexes: This grants Calliope a 4+ invulnerable save (same as Assassins)

Special Commander: Instead of issuing the normal set of orders, Calliope issues orders from the following list:

Faster, Faster, Faster!- The squad gains the Fleet special rule until end of turn.
Strike Now!- Use this order on a squad that has Gone to Ground the previous turn. The squad may stand up, fire at full ballistic skill, and charge this turn.
Deliver Them to the Dark Prince!- This order may be issued, even if the squad being ordered is locked in close combat. All close combat attacks made by the squad gain the Rending special rule until end of turn.

Spoiler:
Forward, men! And don’t forget to enjoy yourselves! Remember, you can’t spell slaughter without laughter…
-Osiris Gameron, former PDF Commander, Extremis Diabolus


Osiris, Master of Infantry +80 pts.
WS 4
BS 4
S 3
T 3
W 3
I 5
A 4
Ld 9
Sv 4+/5++

Wargear: Carapace Armour, Master Crafted Bolt Pistol, Predator Sword, Banner of Glorious Liberation, Frag and Krak Grenades

Warlord Trait: The Dust of a Thousand Worlds

Special Rules: Mark of Slaanesh (Initiative already modified)

Predator Sword: This Daemon weapon is so eager to open the veins of fresh victims that it practically leaps from its bearer’s hands. The Predator Sword is a Power Weapon that adds +1 to its bearer’s Initiative and attack (already included in profile).

Banner of Glorious Liberation- This banner grants its bearer a 5+ invulnerable save and gives each friendly unit within 12” the Stubborn and Hatred special rules

Osiris uses the same orders list as a regular Company Commander.


Spoiler:
Why cower in fear? Your current path brings only misery and death. Come. Partake. The fruits we offer are sweet. Once you have tasted, you will have no desire to ever return to the harsh, cold, brutish grasp of a dead god…
-Urania Ondine, former Mechanicus Tech Adept, Extremis Diabolus


Urania, Mistress of Industries +85 pts.
WS 4
BS 4
S 3
T 3
W 3
I 4
A 3
Ld 9
Sv 3+

Wargear: Power Armour, Kai Gun, Master Crafted Bolt Pistol, Close Combat Weapon, Servo-arm, Diabolic Generator

Warlord Trait: Intimidating Presence (due to her demoralizing broadcasts, rather than being particularly frightening)

Special Rules: Mark of Slaanesh (Initiative already modified), The Haze, Druggist, Non-military Background

Diabolic Generator- This modified, daemonically possessed Refractor Field generator grants a 4+ invulnerable save to the entire squad. It also produces The Haze (see below).

The Haze-The Haze is a chemical cocktail of inhalant drugs that the Diabolic Generator pumps out in a purple cloud around Urania and her squad. The Haze gives Urania and her squad the Feel No Pain and Fearless special rules. Enemy units locked in close combat with Urania and her squad at the beginning of a turn suffer a D3 penalty to their weapons skill, down to a minimum of 1. The effect only lasts until the end of the turn.

Kai Gun-The Kai gun is a master crafted bolter with the Soul Blaze special rule.

Druggist- At the beginning of a game where you’re using Urania, you may grant D3 friendly IG squads the Feel No Pain special rule.

Non-military Background: A Company Commander upgraded to Urania may not issue Commands.

40k is 111% science.
 
   
Made in us
Regular Dakkanaut





I think they look fine. I am unsure about them all having three wounds, I personally would have incorporated some sort of incentive for fielding all six at the same time, my only question would be the number of wounds they all have. The Navigator could probably go with one or two wounds.

Well, actually, why don't you use the Doombolt Template for the eyebeam?

Why is Urania a S:3 T:3 Chaos space marine wannabe?

Hmmm, upon further review, you probably need to drop a wound from most of them, each of these are looking to be around more expensive than you priced them at by 25-50 points easily.

Just keep in mind that adding numbers to a game doesn't have to be the only way of increasing a characters potential, I find that it helps to have a specific mechanic to introduce or a unique concept within each of my characters. The balancing comes easily when your goal is to create Y, rather than have Y be a part of your power rangers.

This message was edited 3 times. Last update was at 2014/03/25 06:08:02


 
   
Made in ca
Heroic Senior Officer





Krieg! What a hole...

They all have threee wounds because a Company Commander has three wounds is my guess.

Member of 40k Montreal There is only war in Montreal
Primarchs are a mistake
DKoK Blog:http://www.dakkadakka.com/dakkaforum/posts/list/419263.page Have a look, I guarantee you will not see greyer armies, EVER! Now with at least 4 shades of grey

Savageconvoy wrote:
Snookie gives birth to Heavy Gun drone squad. Someone says they are overpowered. World ends.

 
   
Made in us
Shrieking Traitor Sentinel Pilot







 Bobthehero wrote:
They all have threee wounds because a Company Commander has three wounds is my guess.


Correct. They're all based on the Company Commander. The question is, would it be better to lower the wounds or up the points cost?

Also, as far as Urania being a "space marine wannabe", she's supposed to have a Mechanicus flavor, since that's what she used to be. So I gave her some Enginseer wargear. Maybe the idea could've been implemented better.

These guys started as a concept rather than any particular rules ideas. Instead of one powerful individual, like most Chaos leaders, a council of six, each with their own area of expertise. So the "power rangers" thing is kind of inevitable, as that's their point. They could have a bit more synergy though. I guess making them all one squad, but I'm not sure how I could do that without them being an Apocalypse only formation. They're each supposed to be a powerful character in their own right. Any ideas?

40k is 111% science.
 
   
Made in us
Regular Dakkanaut





Give them synergy.
   
Made in es
Raging Ravener






Ragnar Karl, Master of the Watch

WS 4
BS 5
STR 3
T 3
W 3
INT 4
A 3
LD 9
Sv 4+.

Wargear
Lastlight, Bolt pistol, Night Fang, Frag and Krak grenades, Carpace Armour, Shadow Veil, Refractor Field, Camo cloak

Special Rules
Marksman, Move through cover, Stealth, Scout, Senior Officer - As per Codex

Lastlight: Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark.
Weapon----------------Range--Str--AP---Type
Lastlight Sniper rifle------40”----X-----3----Heavy 3, Sniper,

Night Fang: Just a cool sounding close combat wepon.

Shadow Veil: A powerful and mysterious artifact given to Ragnar by an Eldar Harlequin Troop Master.
Enemys wishing to fire at Ragnar and his CCS must first role 4D6 to see if they are in range.

Marksman: Ragnars may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.

Ragnar replaces the CC of your CCS and is available for 155 points. All his special rules apply to his CCS

If you choose to take him no heavy weapons are allowed and the only special weapons available are snipers. No body guards or Regimental Advisers may be taken either as they would just get in the way of Ragnar and his target.

Carpace armour, Camo cloaks and Krak grenades may be purchased however.
All other upgrades are allowed

Too strong?
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

The gun is a tad overpowered.

This message was edited 1 time. Last update was at 2014/03/25 16:56:08


Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 tko75 wrote:
Spoiler:
Ragnar Karl, Master of the Watch

WS 4
BS 5
STR 3
T 3
W 3
INT 4
A 3
LD 9
Sv 4+.

Wargear
Lastlight, Bolt pistol, Night Fang, Frag and Krak grenades, Carpace Armour, Shadow Veil, Refractor Field, Camo cloak

Special Rules
Marksman, Move through cover, Stealth, Scout, Senior Officer - As per Codex

Lastlight: Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark.
Weapon----------------Range--Str--AP---Type
Lastlight Sniper rifle------40”----X-----3----Heavy 3, Sniper,

Night Fang: Just a cool sounding close combat wepon.

Shadow Veil: A powerful and mysterious artifact given to Ragnar by an Eldar Harlequin Troop Master.
Enemys wishing to fire at Ragnar and his CCS must first role 4D6 to see if they are in range.

Marksman: Ragnars may ignore all restrictions on choosing a target (he can even fire at characters within a unit!) and may fire at any model he can see and with in range. Also all cover saves and wound allocations are ignored. All rolls must be made by the chosen target.

Ragnar replaces the CC of your CCS and is available for 155 points. All his special rules apply to his CCS

If you choose to take him no heavy weapons are allowed and the only special weapons available are snipers. No body guards or Regimental Advisers may be taken either as they would just get in the way of Ragnar and his target.

Carpace armour, Camo cloaks and Krak grenades may be purchased however.
All other upgrades are allowed

Too strong?
Holy crap.

1: He should not confer all his special rules to his unit.
The way it's written, it grants each member of his unit Marksman, Move Through Cover, Stealth, Scout and Senior Officer.
That means up to 10 orders a turn out of his squad.
2: Shadow Veil makes no sense.
It's more powerful than Veil of Tears.
Furthermore all Eldar Tech is psychicly activated / controlled.
Veil of Tears also requires what's described as a powerful and specialised Psykerto use, aswell as a Psychic Test each turn.
So the only way I can think of that this item would work, is a Psyker, or somehow a Shadowseer in a Soulstone was implanted into some sort of shield device to power it, OR, the bearer is a powerful Psyker themselves.
A Troupe Master isn't going to have a Soulstone powered shield, so the other option is Ragnar Karl is a Psyker
Lowly guardsman with and using Psychic Xenos tech. Hope he likes a bolt shell to the brain.
3: The gun is fine.

Costing
Spoiler:
+1BS +10
+Bolt Pistol +2
+Krak Grenades +1
+Carapace Armour +4
+Camo Cloak +10
+Shadowveil +35
+Lastlight (+3 Sniper Rifles +15, +6" range +5 +3AP +30) +40
+Marksman +40
+Move Through Cover +10
+Stealth +10
+Scout +15
+Granting Special Rules to entire squad +25
Total: +202. Call it 200.

Drop the granting all his special rules, and he can be +175.
I'd also drop the Shadowveil.
They already have a 2+ cover save when in any cover, making them immune to fire outside 24" on top of that is... bad.
This would make him 150.

This message was edited 1 time. Last update was at 2014/03/26 13:24:37


   
 
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