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Made in us
Regular Dakkanaut





Masta Mek Freeloota (HQ: 155 points)

WS:4 BS:2 S:4 T:4 W:5 A:3 I:2 LD:9 Sv:2+ 5++

Wargear: Mega Armor, Cybork Body, Kustom Mega Blasta, Power Klaw, Mek's Toolz

Special Rules: Independent Character, Furious Charge, Mob Rule, Waaagh! "If E'es Ded, oim TAKIN IT: After killing a character in base to base contact, Masta Mek Freelota may take any one Wargear item on that model for himself and may use that item for the rest of the game using the same rules as the items entry in the codex it was taken from. (Note, This special rule may NOT be used on any character from Codex: Tyranids)

This message was edited 2 times. Last update was at 2014/03/26 04:18:20


 
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

That's a proper looking Mek you got there! Although, it seems a bit odd that he has 5 wounds, unless of course he's gotten a lot of bionic enhancements, then in that case it's not odd at all.
   
Made in es
Raging Ravener






 tko75 wrote:
Spoiler:
 Ovion wrote:
 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.
This would make him 150.


Thank you for such an awesome reply man, yeah i badly worded it sorry about that. Only Scout, Move through cover and Stealth rules are given to his squad.
Shadow Veil is grotesquely overpowered haha, any idea on how to tone it down without making it useless? My FLGC said i can use him as long as he isnt brokenly strong.
Thanks again man.

This message was edited 2 times. Last update was at 2014/03/26 12:07:16


 
   
Made in us
Regular Dakkanaut





 big mek crazygit wrote:
That's a proper looking Mek you got there! Although, it seems a bit odd that he has 5 wounds, unless of course he's gotten a lot of bionic enhancements, then in that case it's not odd at all.


Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

 Clefty wrote:
Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"


"Shuda 'fought 'bout that maself!" as Crazygit would put it.

Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
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: 85

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

Gunz an' bits: Slugga, 'Eavy Armor, Bosspole, Cybork Body, Mek's Tools.

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 and increases his invulnerable save by one (so it's 4+), 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.

In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5

And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points

Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:

Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder

*Sunder: Re-roll failed attempts to penetrate vehicles

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 Ork Boyz with Shootas, 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 3 times. Last update was at 2014/03/26 14:03:54


 
   
Made in us
Regular Dakkanaut





 big mek crazygit wrote:
 Clefty wrote:
Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"


"Shuda 'fought 'bout that maself!" as Crazygit would put it.

Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
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: 85

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

Gunz an' bits: Slugga, 'Eavy Armor, Bosspole, Cybork Body, Mek's Tools.

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 and increases his invulnerable save by one (so it's 4+), 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.

In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5

And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points

Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:

Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder

*Sunder: Re-roll failed attempts to penetrate vehicles

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 Ork Boyz with Shootas, 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


I like it, I find it interesting when named Characters have wargear options.

I'm considering getting into Orks instead of the Legions, but I'm a little hesitant due to the rumors that it is going to be a Wardex. *Shudder*
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

 Clefty wrote:
 big mek crazygit wrote:
 Clefty wrote:
Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"


"Shuda 'fought 'bout that maself!" as Crazygit would put it.

Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
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: 85

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

Gunz an' bits: Slugga, 'Eavy Armor, Bosspole, Cybork Body, Mek's Tools.

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 and increases his invulnerable save by one (so it's 4+), 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.

In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5

And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points

Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:

Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder

*Sunder: Re-roll failed attempts to penetrate vehicles

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 Ork Boyz with Shootas, 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


I like it, I find it interesting when named Characters have wargear options.

I'm considering getting into Orks instead of the Legions, but I'm a little hesitant due to the rumors that it is going to be a Wardex. *Shudder*


I honestly don't really get what you mean with Wardex. If it's the "gain points for stuff during battle", then I dunno what's wrong with that. :v
   
Made in us
Regular Dakkanaut





 big mek crazygit wrote:
 Clefty wrote:
 big mek crazygit wrote:
 Clefty wrote:
Yeah, he is a heavily reinforced Ork. "Orkses is never defeated in battle. If we win we win, if we die we die fighting so it don't count. If we runs for it we don't die neither, cos we can come back for annuver go, see! Oi myself don't AVE to run, when your smart like me, big like me and replace nointy precent of your gribily bits with top tek cybork parts, you don't eva AVE to run, as gubbins fall off you add gubbins as you go!"


"Shuda 'fought 'bout that maself!" as Crazygit would put it.

Also, I've kinda updated my character, so I'll just post the updated stuff under this spoiler.
Spoiler:
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: 85

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

Gunz an' bits: Slugga, 'Eavy Armor, Bosspole, Cybork Body, Mek's Tools.

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 and increases his invulnerable save by one (so it's 4+), 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.

In addition, he can replace his Slugga for either:
a Kustom Mega Blasta - +10 points
a Burna - +5

And he can use either one of the following:
Kustom Force Field - +75 points
Backpack Fixin' Arms - +50 points

Backpack Fixin' Arms: Built and maintained by Crazygit, and not at all copied from Mekboss Buzzgob, these hooks, klaws, welders and cutters works perfect for better and more repairing of things on the go.
They let Crazygit use his Mek's Tools two times in the same shooting phase, with the other on either the same as the first, or on another vehicle within 3" of him. And in close combat, he can make D6 more swings with it using the following profile:

Klaws an' Cuttas: S:5 AP:4 Type: Unwieldy, Sunder

*Sunder: Re-roll failed attempts to penetrate vehicles

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 Ork Boyz with Shootas, 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


I like it, I find it interesting when named Characters have wargear options.

I'm considering getting into Orks instead of the Legions, but I'm a little hesitant due to the rumors that it is going to be a Wardex. *Shudder*


I honestly don't really get what you mean with Wardex. If it's the "gain points for stuff during battle", then I dunno what's wrong with that. :v


The Writer for the Ork Codex is purportedly Matt Ward, he butchers fluff. I would be really sad if he somehow altered the Ork Kulture.
   
Made in se
Glorious Lord of Chaos






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

Ah yes, the anti-Ward bandwagon.

I should think of a new signature... In the meantime, have a  
   
Made in gb
Road-Raging Blood Angel Biker




Behind you...

Warboss Graham

Warboss Graham is a independent charterer with no stat line however if you can find a games workshop store manager to let you play one you win the game.


 
   
Made in us
Liche Priest Hierophant






See, I don't fink it'd be possible to even change Ork fluff at this point. Any over-the-top super-brutal slaughter-millions-of-their-own stuff? Yeah, Orks would do that. Orks do do that. Over-the-top Super-Awesome-Win-against-everything? Orks don't lose anyways. Buddy-buddy-with-Imperials? Orks do that. Or with any other faction, for that matter. Even bringing back Chaoss Orks wouldn't actually change anything- there's Khornate Orks out there already.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in us
Regular Dakkanaut





 BrotherHaraldus wrote:
Ah yes, the anti-Ward bandwagon.


I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights and a Generous amount of plot armor given to Lord Draigo himself.


Automatically Appended Next Post:
Anvildude wrote:
See, I don't fink it'd be possible to even change Ork fluff at this point. Any over-the-top super-brutal slaughter-millions-of-their-own stuff? Yeah, Orks would do that. Orks do do that. Over-the-top Super-Awesome-Win-against-everything? Orks don't lose anyways. Buddy-buddy-with-Imperials? Orks do that. Or with any other faction, for that matter. Even bringing back Chaoss Orks wouldn't actually change anything- there's Khornate Orks out there already.


Orks are an off shoot of the Tyranids? Orks aren't a fungal race anymore? Orks AREN'T buddy buddy with the Imperials anymore? Suddenly Ork technology makes sense?

There are TONS of ways this could go wrong.

This message was edited 1 time. Last update was at 2014/03/26 20:49:07


 
   
Made in se
Glorious Lord of Chaos






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

 Clefty wrote:


I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights


I see no issues with this. Am I wrong? Sure, they were unbalanced when they first came, but that is not a fluff problem.

 Clefty wrote:
a Generous amount of plot armor given to Lord Draigo himself.


Yeah, him whipping Mortarion and walking around in the Warp is stupid.

Otherwise? Sorry, I quite like the new GK other than that. And the Dreadknight of course.

This message was edited 1 time. Last update was at 2014/03/26 21:17:48


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





 BrotherHaraldus wrote:
 Clefty wrote:


I'm not Anti-Ward. Nor is it a band wagon, he HAS butchered good fluff before. Look at the Grey Knights, they went from being a Faction in codex Daemonhunters to an entire army in and of themselves, followed by numerous buffs to the Grey Knights


I see no issues with this. Am I wrong? Sure, they were unbalanced when they first came, but that is not a fluff problem.

 Clefty wrote:
a Generous amount of plot armor given to Lord Draigo himself.


Yeah, him whipping Mortarion and walking around in the Warp is stupid.

Otherwise? Sorry, I quite like the new GK other than that. And the Dreadknight of course.


Being Daemonhunters who trapeze across the Galaxy killing Aliens more than they encounter Daemons is kinda stupid.

I don't think there is a problem with Wards fluff per say, its his style of writing that is bothersome. The way he designs his codexes is he basically picks one other race to be the fall guy, using terms like "Best" in warhammer 40k is pretty ignorant of him.

Saying the Ultramarines are the "Best" Space Marine chapter in the galaxy is another example.

The Orks potential is self evident, I have shown that much in other posts, they don't NEED to have stupid amounts of fanwank from the writer strewn across their pages, it isn't neccesary to say they are the GREATEST threat, or the BEST, MOST UNIQUE RACE.

Stupid gak like that isn't good writing and that is what pisses people off about Ward, he throws other armies under the bus and then simply claims whatever dex he is working on is better.

Grey Knights don't one v one Daemons and walk away unscathed, ALL the good fluff expresses just how desperate the fights are, just how much it costs the Grey Knights to obtain a Pyrrhic victory at best.
   
Made in se
Glorious Lord of Chaos






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

The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.

They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.

I am fine with this.

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





 BrotherHaraldus wrote:
The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.

They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.

I am fine with this.


You sure like to contest my opinions Heraldus.

Lets agree to disagree.
   
Made in us
Liche Priest Hierophant






To be fair, Squigs are an offshoot of Tyranids. :p

There's also Orks who refuse to work with ümiez.

Ork technology does actually have a basis in mechanics and physics- just heavily bolstered by Psychic WAAAGH!! energy.

The one thing that could be messed up is their physiology, and that's about it.

Hehe. Orkz iz da best.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in se
Glorious Lord of Chaos






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

 Clefty wrote:
 BrotherHaraldus wrote:
The GK need to be great at what they do, otherwise they would die out. Their recruitment is extremely slow, there's only 1000 of them and there's always another daemonic incursion to fight.

They are primarily anti-Daemon troops, but they are also elite Space Marines, so they are not above fighting aliens should the need arise.

I am fine with this.


You sure like to contest my opinions Heraldus.

Lets agree to disagree.


I have done so two or three times. Not enough to start assuming things yet, eh?


Automatically Appended Next Post:
Anvildude wrote:
To be fair, Squigs are an offshoot of Tyranids. :p


Hasn't that been retconned ages ago? Squigs are consistently spoken of as Orkoid in nature.

This message was edited 1 time. Last update was at 2014/03/27 08:13:05


I should think of a new signature... In the meantime, have a  
   
Made in dk
Mutilatin' Mad Dok






Out in the country in Denmark. Zealand

Let's just return to the topic about judging others characters instead of bashing each other's head in with Matt Ward, alright?
   
Made in za
Fixture of Dakka




Temple Prime

Anvildude wrote:
To be fair, Squigs are an offshoot of Tyranids. :p

There's also Orks who refuse to work with ümiez.

Ork technology does actually have a basis in mechanics and physics- just heavily bolstered by Psychic WAAAGH!! energy.

The one thing that could be messed up is their physiology, and that's about it.

Hehe. Orkz iz da best.

That hasn't been a thing since second edition. Squigs are purely Orkoid these days.

Of course, Orks are individuals and don't all think the same.

This is left intentionally ambiguous so anyone can make up whatever the hell they want about it.

Sure.

 Midnightdeathblade wrote:
Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.



 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 tko75 wrote:
 Ovion wrote:
 tko75 wrote:
~snip~
~snip~
Thank you for such an awesome reply man, yeah i badly worded it sorry about that. Only Scout, Move through cover and Stealth rules are given to his squad.
Shadow Veil is grotesquely overpowered haha, any idea on how to tone it down without making it useless? My FLGC said i can use him as long as he isnt brokenly strong.
Thanks again man.
No problem.
I try to be as impartial as possible with these things, and help as best I can.

Also noticed I missed the +1I, so it should probably be +210 (+185 and +160 for my following suggestions respectively)

To fix it...
Well for starters, I'd drop the give-squad-everything rule outright.
Him with it is fine.
Maybe give a rule that prevents Precision Shot wounds from the squad he's in being Look Out Sir'ed away.
But the whole squad with his rules.. not so much.

I'd also drop the Camo Cloak - the squad as a whole can buy it anyway.

I would rewrite it as:
Spoiler:
Army: Imperial Guard
BG: STUFF

FO: HQ
Squad: Ragnar Karl, Master of the Watch
Unit: Ragnar Karl, Points Per: 130, Models: 1*, Unit Type: Infantry (Character),
WS-4, BS-5, S-3, T-3, W-3, I-4, A-3, Ld-9, Sv-4+/5+*.
One Company Command Squad in your army may replace its Company Commander with Ragnar Karl, Master of the Watch.
If a Command Squad contains Ragnar Karl, Master of the Watch it must take Krak Grenades and Camo Cloaks.
If a Command Squad contains Ragnar Karl, Master of the Watch it may not take any Veteran Weapons Teams, Heavy Flamers, Flamers, Grenade Launchers, Meltaguns, Plasma guns or Regimental Advisors.

Wargear:
Carapace Armour
Bolt Pistol
Lastlight
Night Fang
Frag Grenades
Krak Grenades
Camo Cloak
Shadow Veil

Special Rules:
Senior Officer
Move Through Cover
Stealth
Scout
Company Marksmen

Weapon:
Its said the glint of his scope spells certain death to the unfortunate soul who sees it's flash of light in the dark.
Lastlight is a ranged weapon with the following profile:
Range-40", Str-X, AP-3, Type-Heavy 3, Sniper, (Rending, Pinning).

Night Fang:
Night Fang is a vicious dagger coated in deadly toxins.
It is a CCW with Poisoned (4+)

Shadow Veil:
A rare type of Refractor Field, that seems to absorb light from the area, making obscured units incredibly hard to make out in the shadows.
It provides a 5+ Invulnerable Save and allows the bearer and his squad to reroll cover saves at -2.

Company Marksmen:
Ragnar Karl and his squad are the companies finest marksmen.
Ragnar and his squad make Precision Shots on a 5+ and wounds allocated using a Precision Shot must be taken by the selected model.


This will give the squad some solid stopping power, a pretty damned good save (4+ rerolling at 6+ in the open, 2+ rerolling at 4+ in cover) without being OTT.
7 Shots (3BS5 for Lastlight +4BS4 Sniper Rifles) will likely hit 5 times, with 2 Precision Shots. 1 of those 5 will probably be rending.

The Poisoned gives him a little bit of a bite in CC, but he'll still fold pretty fast there.

Pretty much all of it is just standard bonuses / gear, with just a few touches to make him special, and not ALL that much different from your original concept. (I think / hope)

Costing
Spoiler:
Restrictions -5
+1BS +10
+1I +10
+Bolt Pistol +2
+Carapace Armour +4
+Shadowveil +15
+Lastlight (+3 Sniper Rifles +15, +6" range +5 +3AP +30) +40
+Nightfang +6
+Company Marksmen +15
+Move Through Cover +10
+Stealth +10
+Scout +15
Total: 132. Call it +130
It also requires you to take Camo Cloaks and Krak Grenades so has a 'hidden cost' of 25pts.

Cost of the squad with him + 4 Rifles, Camo Cloaks and Krak Grenades is 325, I doubt anyone will complain about that.

   
Made in us
Bush? No, Eldar Ranger





Lucien Du'Lake - 275pts

WS - 9
BS - 3
S - 4
T - 4
W - 4
I - 6
A - 5
Ld - 10
Sv - 2+

Wargear:
Artificer Armor - 2+
The Silver Shield (combat shield with 3++)
Assault Grenades
Jump Pack
Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame
Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.

USR: ATSKNF, Crusader

Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.

I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)

School's out, the War Machine rolls once more
6000 pts  
   
Made in au
Wicked Canoptek Wraith




The Golden Throne

275 points? You're kidding right? Try the three hundreds.

Build a man a fire, he will be warm for a night. Set a man on fire, and he will be warm for the rest of his life. 
   
Made in us
Bush? No, Eldar Ranger





As I said, thought he was too powerful right now, and have been unable to test. However, he has no Eternal Warrior and isn't a Character... So would 315 with EW sound more balanced?

School's out, the War Machine rolls once more
6000 pts  
   
Made in us
Confessor Of Sins




WA, USA

This guy is already ridiculous to the point of being broken. Adding EW would just be the cherry on top for a classic special snowflake broken-in-all-aspects character.

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Regular Dakkanaut





You would be better off simply giving the sword Instant Death against those same targets.

I would also lower his initiative, replace his storm shield with an Iron Halo and reduce his attacks by one.

This message was edited 2 times. Last update was at 2014/04/01 05:22:25


 
   
Made in us
Liche Priest Hierophant






What's especially amusing is that he's essentially named "Lancelot". Or at least, that's the 'vibe' I get.

GENERATION 8: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.

If yer an Ork, why dont ya WAAAGH!!

M.A.V.- if you liked ChromeHounds, drop by the site and give it a go. Or check out my M.A.V. Oneshots videos on YouTube! 
   
Made in gb
Ichor-Dripping Talos Monstrosity






 Will1541 wrote:
Lucien Du'Lake - 275pts

WS - 9
BS - 3
S - 4
T - 4
W - 4
I - 6
A - 5
Ld - 10
Sv - 2+

Wargear:
Artificer Armor - 2+
The Silver Shield (combat shield with 3++)
Assault Grenades
Jump Pack
Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame
Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.

USR: ATSKNF, Crusader

Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.

I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)
Costing:
Spoiler:
SM Captain - 90
+3WS +30
-2BS -20
+1W +10
+1I +10
+2A +10
+Artificer Armour +15
+Silver Shield (+Storm Shield +15, -no-extra-attack-thing +10) +25
+Assault Grenades +10
+Jump Pack +15
+Ardesecret (+Power Maul +15, +2AP +20, +Soul Blaze +10, +Anti-Chaos-and-Daemon-stuff +30) +75
+Crusader (Call it +0 for replacing the missing special rules otherwise)
270
Based purely on what's here, and that he cannot join any squads, doesn't have a Bolt Pistol, Independent Character or Chapter Tactics.

This message was edited 1 time. Last update was at 2014/04/01 05:22:42


   
Made in us
Regular Dakkanaut





 Will1541 wrote:
As I said, thought he was too powerful right now, and have been unable to test. However, he has no Eternal Warrior and isn't a Character... So would 315 with EW sound more balanced?


Why is he not a character? And why would giving him Eternal Warrior make him more balanced?

I don't see how you logically came to the conclusion that adding Eternal Warrior, when it is easily worth 45 points, to an existing character that needs to be toned down, would result in him being more balanced.


Automatically Appended Next Post:
 Ovion wrote:
 Will1541 wrote:
Lucien Du'Lake - 275pts

WS - 9
BS - 3
S - 4
T - 4
W - 4
I - 6
A - 5
Ld - 10
Sv - 2+

Wargear:
Artificer Armor - 2+
The Silver Shield (combat shield with 3++)
Assault Grenades
Jump Pack
Ardesceret - Range: -- S:+2 AP:2 Melee, Purity Flame
Purity Flame - Purity flame counts as Soul Blaze for the purposes of most models. However, against any chaos unit(everything from Codex: Chaos Demons, Codex: Chaos Space Marines, or any model with the Daemon USR), these soul blaze attacks occur on a D6 roll of 3+, and are Strength 5 AP: 2 and Instant Death.

USR: ATSKNF, Crusader

Lucien Du'Lake is a space marine of questionable origins. Some say he is an angel similar to that of the Sanguinor, others say he is a descendant of a Chaos Primarch that remained loyal to the Emperor. What is concrete about him, is he is a space marine with no Chapter, and has found a weapon that the Emperium insists doesn't exsist; the blade Ardesceret. Ardesceret was rumored to be a blade forged for the Emperor, but stolen and hidden by the chaos gods, who feared its power as much as any Primarch. This fear came from the power of the blade, capable of burning away the soul of its victim, so that no part remains. This means that any Daemon cut by the blade not only dies, but cannot regenerate, effectively killing them permanently and ceasing there cycle of reincarnation. As such, Lucien has been using this legendary blade to hunt down the strongest of Chaos's warriors and end there existence.

I've always been concerned Du'Lake here was too powerful to put on the table (and haven't been able to field test him). Always been wondering if I should raise the cost on him. Fun Fact, Ardesceret is Latin and roughly translates to burn, but is more intense of a word (like ecstatic is to excited)
Costing:
Spoiler:
SM Captain - 90
+3WS +30
-2BS -20
+1W +10
+1I +10
+2A +10
+Artificer Armour +15
+Silver Shield (+Storm Shield +15, -no-extra-attack-thing +10) +25
+Assault Grenades +10
+Jump Pack +15
+Ardesecret (+Power Maul +15, +2AP +20, +Soul Blaze +10, +Anti-Chaos-and-Daemon-stuff +30) +75
+Crusader (Call it +0 for replacing the missing special rules otherwise)
270
Based purely on what's here, and that he cannot join any squads, doesn't have a Bolt Pistol, Independent Character or Chapter Tactics.


Idk man, at the very least he should be ballistic skill four. 285 at ballistic skill four sounds more in line with Space Marines in general.

I mean, removing Independent Character and Chapter Tactics seems asinine...

This message was edited 2 times. Last update was at 2014/04/01 05:31:39


 
   
Made in gb
Ichor-Dripping Talos Monstrosity






Oh I agree, he SHOULD be at least BS4, if not 5 (Which would be 280-290).

That he's not a character makes him far more fragile.

And Eternal Warrior is worth 35pts. (As proven in Space Wolves, Adepta Sororitas and I believe Space Marines too.)

   
 
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