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Made in my
Veteran Knight Baron in a Crusader






At my desk

Because I miss this awesome old thread. Basically this is a thread to post your homebrewed units/characters/vehicles - their rules and any fluff you may have written for them perhaps get critique or give your own to others' units.

Here's mine to kick things off:
My as of yet unnamed unit are wraith constructs that are smaller and simpler than the widely known wraithguard, generally used by craftworlds with limited capacity to either sing wraithbone or lack the spiritseers needed to properly orient souls in the spiritstones of the larger wraithguard. The Eldar of these desperate craftworlds see having to deploy these constructs as shameful acts, as the spirits in these constructs are limited even more than their larger kin in their experience of either their twin planes of existence. However when needs must they have marched to war and won victory alongside their living brethren.

Statline:
WS:3 BS:3 S:4 T:5 W:1 I:4 A:1 Ld:8 Sv:4+
Special Rules:
Ancient Doom, Fearless
Equipment:
Wraithcarbine - Rng:12" Str:5 Ap:3 Type:Assault 1
Distortion Caster (Replaces Wraithcarbine for 10ppm) - Range:Template Str:4 Ap:3 Type:Assault 1
Notes:
Squad starts at five models for 130pts and can add up to five more for 26ppm
May take a Wave Serpent as a dedicated transport.

Essentially I'm making little guardian-sized wraithguard, I think they might be a bit undercosted - especially the Distortion Caster (thinking from the sane man's perspective, not when compared to the rest of the codex). So, let's see if we can get the ball rolling again

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Death-Dealing Devastator





Illinois

I've got a couple unit ideas, though they'll likely never see the tabletop as imagined. But it's nice to come up with fun tweaks to how they're modeled.

Marine Havoc team: marines in camouflaged power armor and silenced weapons. The idea was my chapter decided the usual method of "let's take our fantastically expensive initiates, give them sub-par armor, and send them off to go run around behind enemy lines on their own" was kind of a stupid idea (it's not often you can call the black templars "the reasonable ones"). So the promotion order goes devastator-assault-havoc-tactical instead. On the tabletop they'd just be normal scouts.

Grav vehicles: Pretty simple, I'm just using a third party set of hover tank chassis in place of rhino chassis, so I have cool grav predators and whirlwinds. Because really, why can we build land speeders in bulk but the capability to build anything else is lost? I get the whole "so much has been lost, never to be forgotten" thing, but that's supposed to be not knowing how to build stuff like those starship guns that pull enemies back in time to make sure the shots connect, not a slightly bigger version of a thing you already have. I think if I were to use them as anything other than stock, they'd use most of the same rules but with a type change from tank to skimmer.

   
Made in gb
Lesser Daemon of Chaos





West Yorkshire

 Battlegrinder wrote:
I've got a couple unit ideas, though they'll likely never see the tabletop as imagined. But it's nice to come up with fun tweaks to how they're modeled.

Marine Havoc team: marines in camouflaged power armor and silenced weapons. The idea was my chapter decided the usual method of "let's take our fantastically expensive initiates, give them sub-par armor, and send them off to go run around behind enemy lines on their own" was kind of a stupid idea (it's not often you can call the black templars "the reasonable ones"). So the promotion order goes devastator-assault-havoc-tactical instead. On the tabletop they'd just be normal scouts.

Grav vehicles: Pretty simple, I'm just using a third party set of hover tank chassis in place of rhino chassis, so I have cool grav predators and whirlwinds. Because really, why can we build land speeders in bulk but the capability to build anything else is lost? I get the whole "so much has been lost, never to be forgotten" thing, but that's supposed to be not knowing how to build stuff like those starship guns that pull enemies back in time to make sure the shots connect, not a slightly bigger version of a thing you already have. I think if I were to use them as anything other than stock, they'd use most of the same rules but with a type change from tank to skimmer.



I'm pretty sure I remember reading on one of the books (Possibly one of the horus heresy rulebooks) that Grav-Rhinos were actually in the testing phase or something similar but the outbreak of the heresy kind of stalled that arc of research and was never picked up again. so if Horus had waited a few years later to launch the heresy, Grav-Rhinos and its developments might have been a thing.

5000pts W4/ D0/ L5
5000pts W10/ D2/ L7
 
   
Made in us
Death-Dealing Devastator





Illinois

Tristanleo wrote:
I'm pretty sure I remember reading on one of the books (Possibly one of the horus heresy rulebooks) that Grav-Rhinos were actually in the testing phase or something similar but the outbreak of the heresy kind of stalled that arc of research and was never picked up again. so if Horus had waited a few years later to launch the heresy, Grav-Rhinos and its developments might have been a thing.


They were, the custodes had even been partly equipped with them by that time. I was rather peeved that FW didn't release a model for it as part of the custodes line, instead they invented the Coronus. So I had to get mine from bitspuldo (given the pricing differances between them and FW, I think I got off lucky this time).
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Drone Riders-120 Points for 3
Jet Pack Cavalry (Champion is a Character)

WS-4
BS-4
S-4
T-6
W-3
I-3
A-3 (Champion has 4)
Ld-9 (Champion has 10)
Sv-3+

Wargear
Boltgun
Boltpistol
Plague Knives
Blight Grenades
Krak Grenades
Power Armour

Special Rules
Fearless
Feel No Pain
Mark Of Nurgle (Already included in their stats)
Veterans Of The Long War
Champion of Chaose (Champion Only)

Options
May include up to 7 more Drone Riders-40 Points Per Model
May upgrade one to a Champion-10 Points
Up to two models may do one of the following:
-Replace bolt pistol with a plasma pistol-15 Points Per Model
-Replace boltgun with one of the following:
--Flamer-5 Points Per Model
--Meltagun-10 Points Per Model
--Heavy Bolter-10 Points Per Model
--Autocannon-10 Points Per Model
--Plasma Gun-15 Points Per Model
--Lascannon-20 Points Per Model
The Champion may take items from the Melee and Ranged Tables of Codex CSM
The Champion may take a Gift of Mutation-10 Points
The Champion may take Melta Bombs-5 Points
One model may purchase an Icon of Despair-10 Points

Plague Marines riding Plague Drones!

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

Do the Plague Drones still have all of their special rules and their own attacks? Because if they're getting their own shooting attacks as well as the boltguns I'd smack an extra few points on them (five or ten?).

If not then they seem fairly balanced. However I do have a question: Are the special/heavy weapons carried by the marines of the drones? Because I can't imagine any marine, even one fueled with warp energy carrying a great, unwieldy lascannon on the back of a flying daemon construct.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in my
Student Curious About Xenos




My Alchemy Lab

TheManWithNoPlan: I think their base cost is good if even a little high, maybe knock off two points? But the Distortion Caster is a little too accessible in my opinion - ten Ap3 templates that can come out of a Wave Serpent? That's pretty powerful.
JNAProductions: I like them, they seem like a cool, fluffy unit. I have the same comments as TheManWithNoPlan

So my custom unit is from the novel Skitarius. I'm not sure whether to stick to Skitarii having no HQ and make him an independent character elites choice or just stick him in the HQ slot.
Alpha Primus Haldron 44-Stroika - 120pts
WS:4 BS:4 S:4 T:3 W:2 I:4 A:3 Ld:10 Sv:4+
Special Rules: Bulky, Dunestrider, Feel No Pain, Gunslinger,
Equipment: 2 Arc Pistols, 2 Arc Mauls, Conversion Field, Phrenos-361 (Acts as a Scryerskull on a roll of 4+)

I think he should have an extra attack because he has two pistols and two CCWs but then I already fear he's too powerful. Thoughts?

Space Marines - 1500 points
Inquisition - 250 points 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 TheManWithNoPlan wrote:
Do the Plague Drones still have all of their special rules and their own attacks? Because if they're getting their own shooting attacks as well as the boltguns I'd smack an extra few points on them (five or ten?).

If not then they seem fairly balanced. However I do have a question: Are the special/heavy weapons carried by the marines of the drones? Because I can't imagine any marine, even one fueled with warp energy carrying a great, unwieldy lascannon on the back of a flying daemon construct.


Plague Drones don't have shooting. Their riders can, but not the drones themselves.

Carried by the Marines, but the heavier ones would be drone-mounted.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

 JNAProductions wrote:
Plague Drones don't have shooting. Their riders can, but not the drones themselves.

Carried by the Marines, but the heavier ones would be drone-mounted.

Ah, my mistake, must have been getting Plague Drones mixed up with Blight Drones.

Ponkle I'm not sure about Skitarii HQ's but considering you'd probably only be taking Haldron 44-Stroika specifically for fluff purposes I doubt he needs to be competitively balanced but he looks stable enough for me to play against him happily.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Superior Stormvermin





Houlton, Maine USA

I've got a bunch of these, this is the only one I can find at the moment though, I'll add others as I find them.

Devastator Captain Yuri Stukov 185 points
WS BS S T W I A LD SV Type
6 5 5 5 4 5 3 10 2+ Independent Character

Wargear: Centurion Warsuit, Iron Halo, Relic Blade, Grav cannon w/grav amp, Hurricane Bolter, Frag and Krak grenades

Special Rules:
And they shall know no fear
Chapter Tactics Iron Hands (my custom chapter is a successor)
Very Bulky
Decimator Protocols
Slow and Purposeful
Enhanced Servo Motors

Enhanced Servo Motors: Yuir may ignore the Slow and Purposeful special rule in any phase, however this puts a much greater strain on his warsuit. In order to use this rule to run he must roll a d6, on a 1 or 2 he suffers a wound with no armor save allowed. If used to overwatch, all of his ranged weapons gain the Gets Hot special rule. Note that this rule does not confer to Yuri's unit, though he can still use it in a unit if he stays in coherency at the end of his run.


DR:90S+++G++MB+IPW40k14+D++A+++/sWD-R+T(Ot)DM+ 
   
Made in my
Veteran Knight Baron in a Crusader






At my desk

 dsmith10 wrote:
I've got a bunch of these, this is the only one I can find at the moment though, I'll add others as I find them.

Devastator Captain Yuri Stukov 185 points
WS BS S T W I A LD SV Type
6 5 5 5 4 5 3 10 2+ Independent Character

Wargear: Centurion Warsuit, Iron Halo, Relic Blade, Grav cannon w/grav amp, Hurricane Bolter, Frag and Krak grenades

Special Rules:
And they shall know no fear
Chapter Tactics Iron Hands (my custom chapter is a successor)
Very Bulky
Decimator Protocols
Slow and Purposeful
Enhanced Servo Motors

Enhanced Servo Motors: Yuir may ignore the Slow and Purposeful special rule in any phase, however this puts a much greater strain on his warsuit. In order to use this rule to run he must roll a d6, on a 1 or 2 he suffers a wound with no armor save allowed. If used to overwatch, all of his ranged weapons gain the Gets Hot special rule. Note that this rule does not confer to Yuri's unit, though he can still use it in a unit if he stays in coherency at the end of his run.



He looks like a decent character, but I'm a touch confused by the Relic Blade. How would he even wield it? And honestly does he need it? If he's a character meant for range combat why bother with a combat weapon.

3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Donald Morgan-180 Points
Infantry (Character, Unique)

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

Wargear
Artificer Armour
Power Field
Force Staff
Warden's Sword (SUser AP3 Fleshbane, Force, Disenchanting-Morgan rolls a d6 for each blessing or malediction affecting his target. On a 2+, it is dispelled, and the target suffers a S4 AP2 hit for each blessing or Malediction dispelled in this way.)
Autopistol

Special Rules
Psyker (Mastery Level 3)
Independent Character

Psyker
Donald Morgan knows the following powers:

Force

Smite

Strength Of The Earth-WC 1 or 2-Blessing
This power targets the pysker, and increases their Strength and Toughness by 2 or 3, depending on how many warp charges are put towards it.

Gravitic Pulse-WC 1-12" Nova
S* AP* Assault 3d6 Graviton, Cocooned, Strikedown

Earthglide-WC 1 or 2-Blessing
This power targets the psyker and his unit. At Warp Charge 1, it grants the Move Through Cover USR. At Warp Charge 2, it allows the affected models to completely ignore all terrain, including allowing them to bypass normally impassable terrain.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Regular Dakkanaut




If no one objects to resurrection of some poor removed characters (with tweaks for current edition rules):

Lady Malys (Dark Eldar faction) 135pts.
Ws 7 Bs 7 St 3 T 3 W 3 I 7 A 4 Ld 10 Sv 5+

Warlord Trait: Labyrinthine Cunning
Wargear: Plasma grenades, Haywire grenades, Close Combat weapon.

Crystal Heart: Grants the Psychic Abomination special rule.
(As per Culexus/SoS) with added stipulation that it works from open topped transports at 1/2 range.

The Lady's Blade: Str User Ap 3 Melee, Shred, Blade flurry (+2 Attacks rolled separately. If a double is rolled these attacks are lost for the rest of the game.)

Special Rules: Power from pain, Night Vision, Fleet, Independent Character, 4+ Invulnerable save

This message was edited 2 times. Last update was at 2017/02/25 04:43:31


 
   
Made in us
Superior Stormvermin





Houlton, Maine USA

He looks like a decent character, but I'm a touch confused by the Relic Blade. How would he even wield it? And honestly does he need it? If he's a character meant for range combat why bother with a combat weapon.


Fluff wise, he's a captain and he really likes his sword. A centurion warsuit also has the heavy weapons mounted under the arms leaving the hands free so that's how he holds it. Model wise, I had a spare relic blade and rule of cool dictated that I glue it to my centurion captains hand.

DR:90S+++G++MB+IPW40k14+D++A+++/sWD-R+T(Ot)DM+ 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

Kemmler-250 Points
Infantry (Character, Unique)

WS-6
BS-8
S-4
T-4
W-4
I-5
A-3
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak (4+ Invuln save)

Special Rules
Psyker (Mastery Level 4)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 10. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled. Finally, he harnesses his powers on a 3+, and only perils on triple 6s, rather than double.

Psyker
Kemmler knows the following powers:

Force

Psychic Shriek

Life Leech

Wails Of The Damned-WC 1, 2, or 3-6"/12"/18" Nova
S* AP2 Assault 2d3/3d3/4d3, Will Breaking-This attack's strength equals 14 minus the target's leadership stat, to a max of 10.

Unholy Consumption-WC 2-36" Witchfire
S8 AP1 Salvo 2/4, Draining-Any unit that takes wounds from this ability subtracts 1 from its WS, BS, Leadership, and Initiative for each wound taken.

Resurrection-WC 2 or 3-Conjuration
Kemmler draws on the bones of the dead to bring new warriors to life. This summons 5 Zombies at WC 2, or 10 at WC 3. Zombies have the following stats:

Spoiler:
Infantry

WS-3
BS-3
S-4
T-4
W-1
I-3
A-1
Ld-10
Sv-6+

Wargear
None

Special Rules
Feel No Pain

_________________________________________________________________________________________________________________________________________________________________________________________________________________________

Kemmler, Post Darkhallow-350 Points
Monstrous Creature (Character, Unique)

WS-7
BS-10
S-5
T-6
W-5
I-6
A-5
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak

Special Rules
Psyker (Mastery Level 5)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 10. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled.
Godhood-Kemmler never suffers from perils, and harnesses his powers on a 2+.

Psyker
Kemmler knows the following new powers, after the Darkhallow:

Aura Of The Dead-WC 3-Blessing
This targets the psyker, and causes all enemies within 12" to treat terrain as both dificult and dangerous. Any models slain by this dangerous terrain are treated as being slain by Kemmler, and automatically come back as a zombie under Kemmler's control.

Resurrection-WC 4, or 5-Conjuration
As Resurrection WC 2, or 3, but summons 20 or 30 zombies at WC 4 or 5 respectively.
_________________________________________________________________________________________________________________________________________________________________________________________________________________________

Kemmler, Post Many Darkhallows-2,000 Points
Flying Gargantuan Monstrous Creature (Character, Unique)

WS-9
BS-10
S-8
T-9
W-8
I-8
A-8
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak

Special Rules
Psyker (Mastery Level 7)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 20. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled.
True Godhood-Kemmler no longer needs to roll to manifest psychic powers-instead, simply remove a number of Warp Charges equal to the cost, and treat each one as a success. (More can be spent if, for instance, you wish to make it harder to deny a power.) In addition, you may reroll the Necromancer Extraordinaire resurrection roll.

Psyker
Kemmler gains the following new powers after his many darkhallows:

Thy Soul Is Mine-WC 3-36" Focused Witchfire
SD AP1 Assault 1, Irresistible-Look Out Sir! Cannot be taken against this power

The Dead Awaken-WC 4-Malediction
Every enemy unit on the battlefield is affected. All terrain is difficult and dangerous, and any models slain by this are treated as being slain by Kemmler. In addition, any models slain in this manner come back as d3 zombies, as their blood enlivens the corpses of old.

Death Knell-WC 13-Malediction
Every enemy model on the battlefield must immediately take a toughness test. On a failure, they suffer a wound with no saves or Feel No Pain allowed.
_________________________________________________________________________________________________________________________________________________________________________________________________________________________

I may have gone slightly overboard with Kemmler V3, but to be fair, he's practically a god on par with the Chaos gods at that point. Still-he's probably too cheap.

This message was edited 1 time. Last update was at 2017/02/25 05:14:51


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Regular Dakkanaut




 JNAProductions wrote:
Kemmler-250 Points
Spoiler:
Infantry (Character, Unique)

WS-6
BS-8
S-4
T-4
W-4
I-5
A-3
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak (4+ Invuln save)

Special Rules
Psyker (Mastery Level 4)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 10. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled. Finally, he harnesses his powers on a 3+, and only perils on triple 6s, rather than double.

Psyker
Kemmler knows the following powers:

Force

Psychic Shriek

Life Leech

Wails Of The Damned-WC 1, 2, or 3-6"/12"/18" Nova
S* AP2 Assault 2d3/3d3/4d3, Will Breaking-This attack's strength equals 14 minus the target's leadership stat, to a max of 10.

Unholy Consumption-WC 2-36" Witchfire
S8 AP1 Salvo 2/4, Draining-Any unit that takes wounds from this ability subtracts 1 from its WS, BS, Leadership, and Initiative for each wound taken.

Resurrection-WC 2 or 3-Conjuration
Kemmler draws on the bones of the dead to bring new warriors to life. This summons 5 Zombies at WC 2, or 10 at WC 3. Zombies have the following stats:

[spoiler]Infantry

WS-3
BS-3
S-4
T-4
W-1
I-3
A-1
Ld-10
Sv-6+

Wargear
None

Special Rules
Feel No Pain
_________________________________________________________________________________________________________________________________________________________________________________________________________________________

Kemmler, Post Darkhallow-350 Points
Monstrous Creature (Character, Unique)

WS-7
BS-10
S-5
T-6
W-5
I-6
A-5
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak

Special Rules
Psyker (Mastery Level 5)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 10. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled.
Godhood-Kemmler never suffers from perils, and harnesses his powers on a 2+.

Psyker
Kemmler knows the following new powers, after the Darkhallow:

Aura Of The Dead-WC 3-Blessing
This targets the psyker, and causes all enemies within 12" to treat terrain as both dificult and dangerous. Any models slain by this dangerous terrain are treated as being slain by Kemmler, and automatically come back as a zombie under Kemmler's control.

Resurrection-WC 4, or 5-Conjuration
As Resurrection WC 2, or 3, but summons 20 or 30 zombies at WC 4 or 5 respectively.
_________________________________________________________________________________________________________________________________________________________________________________________________________________________

Kemmler, Post Many Darkhallows-2,000 Points
Flying Gargantuan Monstrous Creature (Character, Unique)

WS-9
BS-10
S-8
T-9
W-8
I-8
A-8
Ld-10
Sv-None

Wargear
Force Staff
Autopistol
Kemmler's Cloak

Special Rules
Psyker (Mastery Level 7)
Independent Character
Eternal Warrior
It Will Not Die
Necromancer Extraordinaire-Kemmler regains a wound each time he slays a model, and gains a new wound for every three models he slays, to a max of 20. In addition, when he first kills at least six models, his cloak's invuln save improves to a 3+. Also, every time Kemmler is slain, simply lay him on his side. On a roll of a 2+, he comes back to life with one wound at the start of his controlling player's next turn. This roll has a -1 penalty, cumulative, each time it's rolled.
True Godhood-Kemmler no longer needs to roll to manifest psychic powers-instead, simply remove a number of Warp Charges equal to the cost, and treat each one as a success. (More can be spent if, for instance, you wish to make it harder to deny a power.) In addition, you may reroll the Necromancer Extraordinaire resurrection roll.

Psyker
Kemmler gains the following new powers after his many darkhallows:

Thy Soul Is Mine-WC 3-36" Focused Witchfire
SD AP1 Assault 1, Irresistible-Look Out Sir! Cannot be taken against this power

The Dead Awaken-WC 4-Malediction
Every enemy unit on the battlefield is affected. All terrain is difficult and dangerous, and any models slain by this are treated as being slain by Kemmler. In addition, any models slain in this manner come back as d3 zombies, as their blood enlivens the corpses of old.

Death Knell-WC 13-Malediction
Every enemy model on the battlefield must immediately take a toughness test. On a failure, they suffer a wound with no saves or Feel No Pain allowed.
_________________________________________________________________________________________________________________________________________________________________________________________________________________________


I may have gone slightly overboard with Kemmler V3, but to be fair, he's practically a god on par with the Chaos gods at that point. Still-he's probably too cheap.[/spoiler]


That all looks crazy powerful in all honesty.

On an unrelated note the everything on a separate line is kinda awkward looking. Separate lines should be reserved for non-USR/ Equipment. The Statline looks fine on one line and makes your post look less massive and will make people more likely to read it fully
Example:
WS-6 BS-8 S-4 T-4 W-4 I-5 A-3 Ld-10 Sv-None

This message was edited 2 times. Last update was at 2017/02/25 05:26:32


 
   
Made in us
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In My Lab

I don't think Kemmler V1 is that bad. V2 I'm iffy on, and V3 is probably OP as all hell.

Clocks for the clockmaker! Cogs for the cog throne! 
   
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Veteran Knight Baron in a Crusader






At my desk

 JNAProductions wrote:
I don't think Kemmler V1 is that bad. V2 I'm iffy on, and V3 is probably OP as all hell.

Seconded.


3000pts Blood Angels (4th Company) - 2000pts Skitarii (Voss Prime) - 2500pts Imperial Knights (Unnamed House) - 1000pts Imperial Guard (Household Retainers)

2000pts Free Peoples (Edlynd Fusiliers) - 2000pts Kharadron Overlords (Barak Zilfin) - 500pts Ironweld Arsenal (Edlynd Ironwork Federation) - 1000pts Duardin (Grongrok Powderheads)

Wargaming's no fun when you have a plan! 
   
 
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