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Made in gb
Thrall Wizard of Tzeentch





Eye of Terror.

Do you have a great idea for a 200pts special character in your codex? Post it here.


Automatically Appended Next Post:
Here's mine, for Chaos Space Marines:

 Lord Kasonir the Allseeing.
WS: 4
BS: 6
S: 4
T:4
W: 3                        
I: 9
A: 5
Ld: 10
Sv:3+/4++.                                                    
Special Rules:  Acute Senses, Outflank, Independent Character, Psyker ML 3, Fleet, Champion of  Chaos, Omniscience, Psyker's Nightmare.       

Omniscience:  As Tzeentch's    gifted champion, Kasonir sees and knows everything.  Therefore, units can never take a cover save against a wound caused by Kasonir.  Also, Kasonir can, once per game turn, take a Ld check where if he passes, he may fire up to one weapon or Psychic power at a unit he has no LoS to, however if he fails he suffers -1 wound with no saves of any kind allowed and cannot take FNP against.     

Psyker's Nightmare:
Still haunted by the terrible prediction of Tzeentch, Kasonir is afraid only of one thing- the foul spawn of the Warp...
Kasonir is Fearless, unless he is charged by a model with the Daemon special rule, in which case he takes a Fear test at -2 Ld.

Wargear:  Flawless Blade of Precision, Power Armour, Aura of Dark Glory, Mark of Tzeentch, Bolt Pistol, Inferno Bolts, Frag Grenades, Krak Grenades.

Flawless Blade of Precision:
Range: -  Strength: -1  AP: 1  Type: Melee, Master Crafted, Daemon Weapon, Precise.

Precise: This weapon always hits on a 2+ and all hits are precision hits.

Points:  200                             
Disciplines:  Divination, Tzeentch, Malefic Daemonology

A potent Sorcerer of the Thousand Sons, Kasonir is one of the most formidable Psykers ever to plague the Imperium.                              
Before the Horus Heresy, Kasonir helped to found the Corvidae Occult under the guidance of his    Primarch, Magnus.  This was an organisation of the Legion's most potent Psykers, dedicated to the study and practice of Divination.  During his many years on   Prospero, Kasonir became respected as the greatest of this cult aside from the Legion's Chief Librarian, Ahriman.  It was said his powers of prediction were so honed that he could avoid a bullet fired from only two feet away, and from a Boltgun at that.  However, Kasonir's greatest commitment was not to his study of magic, but to the Primarch Magnus.
When the Flesh Change began to descend upon the Legion, Kasonir was both terrified and appalled.  It is then that he went to seek the advice of his trusted Primarch, only to have tragic timing.  Kasonir witnessed first hand as Magnus made his bargain with the Chaos God, Tzeentch.  Terrified, Kasonir fled the scene, and barricaded himself for nine nights within the halls of the Corvidae Occult.
During this time, Kasonir was visited nine times by nine different spirits.  Each spoke into his mind, and tempted him with promises of Omniscience.  The first presence he overcame easily, for it was the Psyche of a Blue Horror.  Next came a Pink Horror, which was slightly more difficult to resist.  Each visit, Kasonir was tested further, and his mind was pressed to the limit.  He encountered next a Iridescent Horror, a Flamer, a Pyrocaster, an Exalted Flamer, a Screamer and a Lord of Change.  All of their honeyed promises he resisted.  Yet lastly, Kasonir felt a presence as old as time itself.  A presence as vast as the galaxy.  The Psyche of Tzeentch himself.  Kasonir strove to ignore the temptations, but his resistance was futile.  On the ninth night, he succumbed to the power of Tzeentch.  The Changer of the Ways then decreed a great Fate.  Kasonir would know all knowledge and be wise to all wisdom.  Yet, it was at a terrible price.  One day, a great Daemon would come with an Endless Grimoire, and document all of Kasonir's knowledge, and that knowledge would be used to cripple the Imperium for which Kasonir fought.
The next day, Prospero fell.
Kasonir has since spent his days in the libraries of the Planet of the Sorcerers, searching for a way to free himself.  Yet Kasonir will never find the answer, for Tzeentch ensures that each time he nears it, Magnus calls Kasonir to fight for the Legion in a great battle, and Kasonir loses his place.   And so is the Fate of the Allseeing sealed.


This message was edited 1 time. Last update was at 2016/03/27 10:10:19


At War With Fate? Maybe I am and maybe I'm not... 
   
Made in au
Neophyte Undergoing Surgeries




no clue the point cost, but here's my special snowflake (more like fire flake but whatever)

Recently, I got an idea for making home-brew rules for my Chapter Master of the Burning Blades (my DIY chapter)
He is only referred to as 'Grand Prometheal'
Mostly because I haven't found an adequate name for him yet, but below is his stat line.

| WS | BS | S | W | I | A | Ld | Sv |
| 7 | 4 | 4 | 4 | 5 | 4 | 10 | 2+ |

Wargear:
Artificer Armour
Frag Grenades
Krak Grenades
Bolt Pistol

Chapter Relics:
Evaryn and Xenosious
Flame of Deliverance

Special Rules:
And They Shall Know No Fear

Chapter Tactics (Burning Blades) As per the rules for all Chapters who do not know their primogenitor Chapter, the Burning Blades do not have a unique Chapter Tactic. Instead, the player can elect to use any existing Chapter Tactics from Codex: Space Marines and any Forge World supplements.
Independent Character
Orbital Bombardment
Honour or Death
I Refuse to Fall: When the Grand Prometheal is reduced to 1 wound, he can elect to Refuse to Fall. When he does, he receives a 5+ Feel No Pain, and Hatred until your next turn. However, if the opposing player slays him while in this state, he scores 2 Victory Points, and units within 6” of his last position receive -1 to their Leadership
Flying Assault: For 10 points, you unlock the ability to equip the Honour Guard with Jump Packs. Note that you still have to pay for the jump pack upgrade on the squad

Flame of Deliverance: This is a Jump Pack, which gives the Prometheal’s Hammer of Wrath +1 Strength. In addition, once per game, he can force the pack into overdrive, receiving +2” to his movement, run and charge range, as well as his Hammer of Wrath receiving the Soul Blaze special rule for the remainder of the turn.
Here is a rule I made for slight balancing
Spoiler:

Before he initiates Overdrive, roll a D6. On a 2+, nothing happens, but on a 1, the coolants in his jump pack have been pushed too far. Roll a further D6. On a 4,5 or 6, the emergency coolants have worked; all is well. However, on a 1, 2 or 3, the coolants fail, and he takes a S5 AP3 hit, and cannot use his jump pack for the remainder of the turn.


Evaryn and Xenosious: Each blade can be used as a melee weapon with the following profile.
Range S AP Type[/u]
- User 3 Melee, Master Crafted, Killstrike

Killstrike: The Prometheal concentrates the power of the dual blades, into one single, powerful attack. If so, his has +2 Strength, and the attack has AP2 and the Fleshbane Special Rule

Any and all feedback welcome, as well as a suggested points cost.
   
Made in gb
Hallowed Canoness





Between

Flaming Marine wrote:

I Refuse to Fall: When the Grand Prometheal is reduced to 1 wound, he can elect to Refuse to Fall. When he does, he receives a 5+ Feel No Pain, and Hatred until your next turn. However, if the opposing player slays him while in this state, he scores 2 Victory Points, and units within 6” of his last position receive -1 to their Leadership



This rule doesn't work as intended. Hatred only gives you rerolls to hit on the first turn of combat. It's also a very heavy penalty for just gaining 5+ FnP and rerolls to hit in assault for a single turn.

I'd suggest that it either gives the enemy 1 victory point, or friendly units within 6" of his last position suffer -2 Leadership, or friendly units within 6" lost ATSKNF for a single turn.



"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 au
Neophyte Undergoing Surgeries




Alright, after revising the rule, I came up with a change

So he gets a 4+ Feel No Pain, +1 Strength, and re-rolls to wound.

But if he gets slain, units in 12" get -2 Ld

I was thinking that it would give a -1 penalty to their BS and WS, except that sounds broken
   
Made in us
Mutilatin' Mad Dok





Georgia

Too many 'umies, let's get some greenskins in here!
Arch-Arsonist of Charadon
Spoiler:


WS: 5
BS: 2
S: 5
T: 5
W: 4
I: 4
A: 4
Ld: 9
Sv: 4+/5++

Wargear:

'Eavy Armor
Dual Chainaxes
Kustom Skorcha
Stikkboms
Skorchaboms
Kustom Energy Field
Soopa Skorcha Fuel

Special Rules
Waaaagh!
Ere We Go
Furious Charge
Independent Character

Kustom Energy Field: Snagrod has a special field incorporated into his armor that gives him a 5++ from shooting attacks.

Dual Chainaxes: These chainaxes were kustom build for Snagrod himself, so they act as if they had the Specialist Weapon rule rather than the Two-Handed rule.

Skorchabombs: Snagrod's meks have devised a way to pack the power of a skorcha into a grenade. Instead of making a shooting attack, Snagrod may use a grenade with the following profile.
S: 5 AP: 4, Assault, Large Blast, Ignores Cover

Kustom Scorcha: Being Arch-Arsonist, Snagrod of course would have the most flashed-out skorcha in the whole galaxy. Snagrod's Kustom Skorcha has the following profile.
S: 7 AP: 3, Assault, Template -or- S: User, AP: 3, Melee, Two-Handed.

Supa Skorcha Fuel: Snagrod, along with his loyal meks, has devised an even deadlier mixture of fuel to power his passion for setting things on fire. Snagrod's Supa Skorcha Fuel treats any template weapon in Snagrod's squad as if it had the torrent special rule.


Dunno if that's worth 200 points, but he makes burna squads infinitely better by giving them torrent, and in combination with his Skorchabombs this solves a lot of issues orks have regarding a lack of denying cover saves. Granted, he's only got a 4+/5++, and the later is only from ranged, but putting him in mega armor would be difficult since he needs to be close to use his skorcha.

"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in au
Neophyte Undergoing Surgeries




 Vitali Advenil wrote:
Too many 'umies, let's get some greenskins in here!
Arch-Arsonist of Charadon


Kustom Scorcha: Being Arch-Arsonist, Snagrod of course would have the most flashed-out skorcha in the whole galaxy. Snagrod's Kustom Skorcha has the following profile.
S: 7 AP: 3, Assault, Template -or- S: User, AP: 3, Melee, Two-Handed.



I'm not very sure about Orks, but from what I can tell, a Skorcha is a flamethrower. So he can use the flamer as a shooting attack, but how does it contribute into melee? I would find it more like a Power Maul, bar with the Two Handed special rule.

Looking quite nice though, I might improve his Armour Save to a 3+ to increase his worth
   
Made in us
Mutilatin' Mad Dok





Georgia

It's similar to how the burna works. In the ork codex, a burna can be either a S4 AP5 Template, or it can be a two-handed S: User AP 3 weapon. Thing is, the burna cannot be both. If it was shot in the same round, it cannot be used in the assault round.

Snagrod, however, can use his weapon with either profile, so even if he makes a shooting attack, he can still use it in the assault phase for MEQ killing, or he can choose to use his dual chainaxes for smaller mooks.

And the main reason I kept it a 4+ is because there's no depictions of him I could find, so I didn't know if he wore 'eavy armor or mega armor. There are actually no 3+ saves in the ork codex, so he'd have to have something like "Kustom Armor" or something. Maybe if I gave him a 5+ FNP, something like...

Frayed Nerves: Snagrod's constant exposure to fire and flames has severely damaged his pain receptors. To represent this, he gains a 5+ FNP, and all flame-based weapons are treated as being two strength less.

This message was edited 1 time. Last update was at 2016/05/17 00:18:11


"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
Made in au
Neophyte Undergoing Surgeries




 Vitali Advenil wrote:

And the main reason I kept it a 4+ is because there's no depictions of him I could find, so I didn't know if he wore 'eavy armor or mega armor. There are actually no 3+ saves in the ork codex, so he'd have to have something like "Kustom Armor" or something. Maybe if I gave him a 5+ FNP, something like...


Really? My friend had some Ork Warlord guy with a 2+ armour save.
   
Made in gb
Furious Fire Dragon






Herefordshire

 Vitali Advenil wrote:


And the main reason I kept it a 4+ is because there's no depictions of him I could find, so I didn't know if he wore 'eavy armor or mega armor. There are actually no 3+ saves in the ork codex, so he'd have to have something like "Kustom Armor" or something. Maybe if I gave him a 5+ FNP, something like...

Kaptin Badrukk's Goldtoof Armour is 3+ with a 5+ invulnerable.
   
Made in ca
Mekboy Hammerin' Somethin'




Kapuskasing, ON

I want to make Orkimedes sometime in the near future and intend to usee him. The concept I have is with codex and W!G rules. A tiny bit more expensive then Ghazzy and probably a Lord of War in his own right.

Orkimedes da Mekboss

WS4 BS2 S4 T4 W2 I3 A3 Ld8 Sv2+ Infantry Character

Wargear
• Power Klaw - S×2 AP2 Unwieldy Specialist
• Killsaw - S×2 AP2 Unwieldy Specialist Armourbane
• Tellyport Blast - 12" S8 AP2 Assault Blast Tellyported
• Mek Tools
• Stikkbombs

Reliks
• Mega Force Field - 4+ Invuln save against shooting
• Da Super Cybork - FnP5+ Eternal Warrior Relentless

Speshul Rules
• Ere We Go!
• Furious Charge
• Independent Character
• Mob Rule

Default Warlord Trait
• Kallin in a favor - Warlord selects a non relic weapon in his war gear and it gains Master-Crafted special rule.

Point cost = 235

If I could bump him up a notch I'd give him WS5 W3 Ld9 and add to his Warlord Trait the extra benefit of giving an entire unit the Kallin in a Favor if deployed with one.

In the fluff Orkimedes has never been seen but is known for his inventions used by the orks of W!G. There's very little else about him. I'm not even sure which Klan he's from but my theory is that he's a Deathskull from Urk like Grotsnik. He appears to have been with Ghazzy since the beginninG. He and Grotsnik have worked together with at least two mentions of it. Also fluff says Nazdreg had tellyporta tek and when W!G took over W!Naz Orkimedes then was able to perfect the tek. I believe this suggests Orkimedes was with Ghazzy before taking over Nazdreg which puts him at the 2nd War of Armageddon and the only Orks Ghazzy brought with him were from Urk. If he was Nazdreg 's mek then he'd already have had the telly Porta tek to perfect before Ghazzy''s Waaagh arrived.

OK so a Deathskull Orkimede's. Being the master of tellyportas I felt the telly blast was a must even if risky. I envision him working in his shop using the power klaw and kill saw like they were his own hands. His tellyporta on his shoulders is his third arm allowing him to tellyport stuff to him or to put back. Size don't matter much beyond limitations of range but he's working on it. Of course the whole package has martial applications as well. With so much cybernetics that he's nearly dredd and a built in mega force field Orkimedes is no slouch himself.

This message was edited 1 time. Last update was at 2016/05/17 02:05:30


 
   
Made in us
Mutilatin' Mad Dok





Georgia

 ProwlerPC wrote:

If I could bump him up a notch I'd give him WS5 W3 Ld9 and add to his Warlord Trait the extra benefit of giving an entire unit the Kallin in a Favor if deployed with one.


For that many points I'd definitely say you could bump him up to W3 at the least. Sure, he has eternal warrior, but at T4 a lot of stuff is going to be denying his FNP, which will also bypass his 2+ save in a lot of cases. I might even say skip the powerklaws and give him more dakka. I imagine Orkimedes is someone who enjoys the sound of gunfire. Strap a deffgun to his back, why not?

Also, since you said nobody has ever seen him in person, fluffwise this could all be an automated suit he's piloting remotely rather than the big man himself. I think it'd be funny, at least, to have a grot inside the belly of this huge suit just to keep the motor cranked up and running or something.

Flaming Marine wrote:
 Vitali Advenil wrote:

And the main reason I kept it a 4+ is because there's no depictions of him I could find, so I didn't know if he wore 'eavy armor or mega armor. There are actually no 3+ saves in the ork codex, so he'd have to have something like "Kustom Armor" or something. Maybe if I gave him a 5+ FNP, something like...


Really? My friend had some Ork Warlord guy with a 2+ armour save.


I wasn't aware of Goldrukk's armor, but there is a 2+ save in the form of mega armor. It just confers slow and purposeful, which would be difficult to use on a template dude, I think. Plus, I want him running around with burnaboyz.

This message was edited 1 time. Last update was at 2016/05/17 02:19:59


"The undead ogre believes the sack of pies is your parrot, and proceeds to eat them. The pies explode, and so does his head. The way is clear." - Me, DMing what was supposed to be a serious Pathfinder campaign.

6000 - Death Skulls, Painted
2000 - Admech/Skitarii, Painted 
   
 
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