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Made in gb
Perfect Shot Black Templar Predator Pilot






If you could rewrite the rules for one named character in 40k, who would it be, and what would the rules be?

I'll start, choosing the Emperor's Champion:

Pts-125
WS-6
BS-4
S-4
T-4
W-2
I-5
A-2
Ld-10
Sv-2+

WARGEAR:
-Bolt Pistol
-Kraks and Frags
-Armour of Faith (artificer armour that grants 5+invun, which increases to 4+in close combat)
-Black Sword (AP2 master crafted power sword)

SPECIAL RULES:
-Chapter Tactics (BT)
-Fearless
-IC
-Slayer of Champions(EC must put forward and accept challenges whenever possible, and must choose one of the 4 stances per Assault phase)

>Hammer of Heretics (+2 Str, Black Sword counts as two handed)
>Parry (EC may not attack this turn but his invun increases to 2+ if he's in close combat)
>Bane of Heroes (EC makes a single attack that has the instant death special rule)
>Tempest of Steel (EC receives D3+1 attacks)
   
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-AP 2


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Inside Yvraine

 Banzaimash wrote:
If you could rewrite the rules for one named character in 40k, who would it be, and what would the rules be?

I'll start, choosing the Emperor's Champion:

Pts-125
WS-6
BS-4
S-4
T-4
W-2
I-5
A-2
Ld-10
Sv-2+

WARGEAR:
-Bolt Pistol
-Kraks and Frags
-Armour of Faith (artificer armour that grants 5+invun, which increases to 4+in close combat)
-Black Sword (AP2 master crafted power sword)

SPECIAL RULES:
-Chapter Tactics (BT)
-Fearless
-IC
-Slayer of Champions(EC must put forward and accept challenges whenever possible, and must choose one of the 4 stances per Assault phase)

>Hammer of Heretics (+2 Str, Black Sword counts as two handed)
>Parry (EC may not attack this turn but his invun increases to 2+ if he's in close combat)
>Bane of Heroes (EC makes a single attack that has the instant death special rule)
>Tempest of Steel (EC receives D3+1 attacks)


I think the 2+ invulnerable is a bit too strong, even if he can't attack. You could theoretically use the ability to lock an enemy character in the challenge for the entire assault.

What would be more balanced, I think, would be enemies having to re-roll successful to-hits against him while he's parrying.
   
Made in ca
Hurr! Ogryn Bone 'Ead!




Borden

Castellian crowe champion- needs lots of changes like not giving away attacks, his stance fixed to hit characters, being an ic...
Inquisitors need the named characters in the codex. (just more).


:cadia: 
   
Made in gb
Perfect Shot Black Templar Predator Pilot






 BlaxicanX wrote:
 Banzaimash wrote:
If you could rewrite the rules for one named character in 40k, who would it be, and what would the rules be?

I'll start, choosing the Emperor's Champion:

Pts-125
WS-6
BS-4
S-4
T-4
W-2
I-5
A-2
Ld-10
Sv-2+

WARGEAR:
-Bolt Pistol
-Kraks and Frags
-Armour of Faith (artificer armour that grants 5+invun, which increases to 4+in close combat)
-Black Sword (AP2 master crafted power sword)

SPECIAL RULES:
-Chapter Tactics (BT)
-Fearless
-IC
-Slayer of Champions(EC must put forward and accept challenges whenever possible, and must choose one of the 4 stances per Assault phase)

>Hammer of Heretics (+2 Str, Black Sword counts as two handed)
>Parry (EC may not attack this turn but his invun increases to 2+ if he's in close combat)
>Bane of Heroes (EC makes a single attack that has the instant death special rule)
>Tempest of Steel (EC receives D3+1 attacks)


I think the 2+ invulnerable is a bit too strong, even if he can't attack. You could theoretically use the ability to lock an enemy character in the challenge for the entire assault.

What would be more balanced, I think, would be enemies having to re-roll successful to-hits against him while he's parrying.


Good point. People might use him to tarpit enemy heroes, which would be most dishonourable .
   
Made in se
Ferocious Black Templar Castellan






Sweden

Helbrecht:

Same statline as currently.

SotHM becomes AP2, works when charged as well as when charging.

Hatred/Fleet no longer a one-shot.

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Warpsmiths: I know, not named, sorry, but I have to.

-10 points, access to more options, and his "shatter defenses" rules can affect fortifications. Voila!


 
   
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Monstrously Massive Big Mutant





Canada

Typhus

WS 7
BS 5
S 4
T 6******
W 4
I 5
A 3
Ld 10
Sv 2+/5++
FnP 4+*****

Zombie Cultists : Zombie cultists are by all rights considered followers of Nurgle for spells and effects that should not harm Nurgle Models.

I love running Typhus, but by god... why the bloody hell is he only T5?... He gets into combat with 1 enemy capable of hitting at str 10 or a simple MC-C and the blobs of cultists he's with mean nothing since he gets smashed and forced into a challenge... v_v At least with T6 he wouldnt get instantly killed by Active weapons like DA smite mode as well... I am still urked there are weapons specifically designed in game to counter CSM and Daemons alike, yet both of those races have no general hatred towards, oh I don't know... EVERYTHING ALIVE IN THE UNIVERSE >.>

I need another drink v_v" lol

Life: An incomprehensible, endless circle of involuntary self-destruction.

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14,000
11,000

 
   
Made in se
Ferocious Black Templar Castellan






Sweden

GoliothOnline wrote:
Typhus

WS 7
BS 5
S 4
T 6******
W 4
I 5
A 3
Ld 10
Sv 2+/5++
FnP 4+*****

Zombie Cultists : Zombie cultists are by all rights considered followers of Nurgle for spells and effects that should not harm Nurgle Models.

I love running Typhus, but by god... why the bloody hell is he only T5?... He gets into combat with 1 enemy capable of hitting at str 10 or a simple MC-C and the blobs of cultists he's with mean nothing since he gets smashed and forced into a challenge... v_v At least with T6 he wouldnt get instantly killed by Active weapons like DA smite mode as well... I am still urked there are weapons specifically designed in game to counter CSM and Daemons alike, yet both of those races have no general hatred towards, oh I don't know... EVERYTHING ALIVE IN THE UNIVERSE >.>

I need another drink v_v" lol


If only CSM had some sort of special rule to help them fight their most hated foe, Space Marines. Since CSM prefer to fight loyalists, some sort of rule representing that would be in order. If only...

Also, WS7? He's not Khârn.

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Marbo
+15 points
has all the same rules except this;
Was that him? Marbo gets to add +2 to his cover save on the turn he arrives.


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Instead of making Sternguard Veterans as scoring, I'd kill to see a rule changed for him to count them as Troops.
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DA interrogator chaplains. (( again sorry not a named character))

ANYTHING- they just aren't different enough from the regular chaplains...

I like to say I have two armies: Necrons, and Imperium.....
 
   
Made in se
Glorious Lord of Chaos






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

 AlmightyWalrus wrote:
GoliothOnline wrote:
Typhus

WS 7
BS 5
S 4
T 6******
W 4
I 5
A 3
Ld 10
Sv 2+/5++
FnP 4+*****

Zombie Cultists : Zombie cultists are by all rights considered followers of Nurgle for spells and effects that should not harm Nurgle Models.

I love running Typhus, but by god... why the bloody hell is he only T5?... He gets into combat with 1 enemy capable of hitting at str 10 or a simple MC-C and the blobs of cultists he's with mean nothing since he gets smashed and forced into a challenge... v_v At least with T6 he wouldnt get instantly killed by Active weapons like DA smite mode as well... I am still urked there are weapons specifically designed in game to counter CSM and Daemons alike, yet both of those races have no general hatred towards, oh I don't know... EVERYTHING ALIVE IN THE UNIVERSE >.>

I need another drink v_v" lol


If only CSM had some sort of special rule to help them fight their most hated foe, Space Marines. Since CSM prefer to fight loyalists, some sort of rule representing that would be in order. If only...

Also, WS7? He's not Khârn.


Because he was the Captain of the Death Guard first company 10000 years before 'now' in 40K and thus is more skilled than your average captain?

Draigo needs his sword to be AP2.

Lucius needs a 4++

Fabius needs... Pfff... I don't know, you might as well remove him.



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Made in no
Stealthy Grot Snipa





I'd say Cypher and then list some stuff I'd like to see for him, but then I'd be doing the same as GW; making gakky rules that I spent less than five minutes on thinking up with no play-testing or thorough consideration on how they would actually work in the game.

"The Emporer is a rouge trader."
- Charlie Chaplain. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

 BrotherHaraldus wrote:
 AlmightyWalrus wrote:
GoliothOnline wrote:
Typhus

WS 7
BS 5
S 4
T 6******
W 4
I 5
A 3
Ld 10
Sv 2+/5++
FnP 4+*****

Zombie Cultists : Zombie cultists are by all rights considered followers of Nurgle for spells and effects that should not harm Nurgle Models.

I love running Typhus, but by god... why the bloody hell is he only T5?... He gets into combat with 1 enemy capable of hitting at str 10 or a simple MC-C and the blobs of cultists he's with mean nothing since he gets smashed and forced into a challenge... v_v At least with T6 he wouldnt get instantly killed by Active weapons like DA smite mode as well... I am still urked there are weapons specifically designed in game to counter CSM and Daemons alike, yet both of those races have no general hatred towards, oh I don't know... EVERYTHING ALIVE IN THE UNIVERSE >.>

I need another drink v_v" lol


If only CSM had some sort of special rule to help them fight their most hated foe, Space Marines. Since CSM prefer to fight loyalists, some sort of rule representing that would be in order. If only...

Also, WS7? He's not Khârn.


Because he was the Captain of the Death Guard first company 10000 years before 'now' in 40K and thus is more skilled than your average captain?

Draigo needs his sword to be AP2.

Lucius needs a 4++

Fabius needs... Pfff... I don't know, you might as well remove him.




At least one person knows the frustration I face with this game and its complete disregard for lore, being a lore based game and all... lol

Typhus and every other named HQ in CSM dex SHOULD be better than they are... and I completely agree that Lucious needs a better invuln... I would go as far as to say he deserves a 3++ in melee.... He is completely useless otherwise....

Loyalists, have better gear, and a mechanicum that apparently functions with warp spirits better than the bloody people who apparently bend the warp to their needs.... How on earth does that work....

Loyalists also have Daemon Weapons with no apparent downside....

AND... Smite mode works just as good on random non CSM targets, as it would ON CSM target. So why the bloody hell should CSM players suffer through that debauchery? I guess that just means more Heldrake spam. DIE SCUM!! lol

Life: An incomprehensible, endless circle of involuntary self-destruction.

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Made in nz
Focused Fire Warrior



New Zealand

Eversors. The 3rd ed assassins codex that i got free with white dwarf was way better than their crappy rules from the gk codex. I'd simply change them back.

6000pts
3000pts
1500pts
1000pts
 
   
Made in se
Ferocious Black Templar Castellan






Sweden

GoliothOnline wrote:

Loyalists also have Daemon Weapons with no apparent downside....



Hate to tell you, but the Burning Blade doesn't give you D6 additional attacks. That's a big part about what makes Daemon Weapons amazing. Plus, you can burn yourself on the blade, so it's not completely without downsides, even if it's hard to fail.

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Made in ca
Monstrously Massive Big Mutant





Canada

 AlmightyWalrus wrote:
GoliothOnline wrote:

Loyalists also have Daemon Weapons with no apparent downside....



Hate to tell you, but the Burning Blade doesn't give you D6 additional attacks. That's a big part about what makes Daemon Weapons amazing. Plus, you can burn yourself on the blade, so it's not completely without downsides, even if it's hard to fail.


Go read Codex Inquisition.

Tell me their Daemon Weapons have a downside...

Or you know, Grey Knights....

This message was edited 1 time. Last update was at 2013/12/27 22:11:34


Life: An incomprehensible, endless circle of involuntary self-destruction.

12,000
14,000
11,000

 
   
Made in se
Ferocious Black Templar Castellan






Sweden

GoliothOnline wrote:
 AlmightyWalrus wrote:
GoliothOnline wrote:

Loyalists also have Daemon Weapons with no apparent downside....



Hate to tell you, but the Burning Blade doesn't give you D6 additional attacks. That's a big part about what makes Daemon Weapons amazing. Plus, you can burn yourself on the blade, so it's not completely without downsides, even if it's hard to fail.


Go read Codex Inquisition.

Tell me their Daemon Weapons have a downside...

Or you know, Grey Knights....



AP3 and random abilities? Seriously, are you arguing that the Daemon Weapons in C:GK are unfair?

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in ca
Monstrously Massive Big Mutant





Canada

You get a random buff from them outright with no consequence what so ever... They give you something that isn't you randomly stabbing yourself in the crotch and gutting your melee potential on a character that can cost upwards of 300 points....

Yeah, I have a problem with GKs, Mostly because when I played with them, they were bloody mind numbingly simply to play.... That's why I switched to Chaos... And now more than ever, you cannot justify saying that being forced into a challenge, from a Codex that was about as well thought out and put together as a noodle pasta scrap paper plate project can ever be considered good simply because you gain Attacks. That 1 roll of a 1 will most likely cost you a game from my experience when you throw your most expensive model on the board, born for CC, literally no other use, only to roll a 1 and becomes a living punching bag for things like CONSCRIPTS.

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Honestly, I'd be happy if Typhus wasn't locked into Lord of Terror. Ugh.

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Made in ca
Monstrously Massive Big Mutant





Canada

They should have had an option to roll for the Dex specific, take the one "Best suited" within their description, or from the BRB.

Something about a Chaos Lord causing fear to a fearless army is rather hilarious to see... Or depressing... I'm leaning more on a Harlequins joke.

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Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

Azrael.....add eternal warrior. Everything else identical.

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Made in nz
Stealthy Space Wolves Scout



Auckland, New Zealand

Azrael, Sword of Secrets - AP2.

Ezekiel, Traitor's Bane, one handed weapon.

Asmodai, Blades of Reason, - AP3 non-specialist weapon.

Belial, Sword of Silence - AP2

Sammael, Raven Sword, S5

Company/Ravenwing Champion, Blade of Caliban, not unwieldy.

This message was edited 1 time. Last update was at 2013/12/27 22:42:30



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Made in se
Ferocious Black Templar Castellan






Sweden

GoliothOnline wrote:
You get a random buff from them outright with no consequence what so ever... They give you something that isn't you randomly stabbing yourself in the crotch and gutting your melee potential on a character that can cost upwards of 300 points....


Yeah, those T3 AP3 S3 Inquisitors get all the good melee toys, man!

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in us
Stubborn Dark Angels Veteran Sergeant





Illinois

Freman Bloodglaive wrote:
Azrael, Sword of Secrets - AP2.

Ezekiel, Traitor's Bane, one handed weapon.

Asmodai, Blades of Reason, - AP3 non-specialist weapon.

Belial, Sword of Silence - AP2

Sammael, Raven Sword, S5

Company/Ravenwing Champion, Blade of Caliban, not unwieldy.


There has to be some kind of drawback to have an ap3 +1str sword for 5pts. If not it would be silly awesome.

Sammael doesn't need to be str 5 just having shread would be nice. And Ezekiel needs some kind of invul save.

RoperPG wrote:
Blimey, it's very salty in here...
Any more vegans want to put forth their opinions on bacon?
 
   
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Araqiel





Sunshine coast

all Phoenix lords, asurmen gets 3++ all others get 4++ all make their aspect troops! Jain zar has grenades! Maugan ra gun is ap 3/2, karandras can assault out of infiltrate,all have ws,int,bs 8, all have preferred a enemy against a diff army eg fuegan against daemons, Maugan against tyranids etc
I think that would fix them


Automatically Appended Next Post:
 AlmightyWalrus wrote:
GoliothOnline wrote:
You get a random buff from them outright with no consequence what so ever... They give you something that isn't you randomly stabbing yourself in the crotch and gutting your melee potential on a character that can cost upwards of 300 points....


Yeah, those T3 AP3 S3 Inquisitors get all the good melee toys, man!

Tell me about it, I'm still annoyed they should get a nerf
Sarcasm

This message was edited 2 times. Last update was at 2013/12/27 22:54:48


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Made in ca
Monstrously Massive Big Mutant





Canada

 hiveof_chimera wrote:
all Phoenix lords, asurmen gets 3++ all others get 4++ all make their aspect troops! Jain zar has grenades! Maugan ra gun is ap 3/2, karandras can assault out of infiltrate,all have ws,int,bs 8, all have preferred a enemy against a diff army eg fuegan against daemons, Maugan against tyranids etc
I think that would fix them


I agree that a lot of the Eldar HQs could use a bit of love in terms of Troop conversions. But, they would have to lose out on a few things... EW on just about every named HQ is kinda crazy... Especially considering things like Soulrazer can randomly determine a game result =/ All it takes is 1 bad roll and you could go from securing a victory, to enduring a loss.

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