Oma keksimiä Charactereita
-
vc
-
Yksisilmä-Joe
- Viestit: 50
- Liittynyt: Ke 25.09.2002 08:48
- Paikkakunta: Kemijärvi
No joo Murhe, oot kyllä oikeassa että tuo on liian boostattu äijä... Mutta minä en tuota tulisi luultavasti kuitenkaan ikinä kentällä käyttämäänkään, joten enpä taida jaksaa ruveta tekemään tuolle mitään muutoksia. Se on loppujen lopuksi ihan sama mulle tuon hahmon kans, laitoin sen vaan tänne muuten vain. Eikä tuo ole fluffillisestikaan niin kiinnostava tai hieno hahmo että jaksaisin kehittää sen loppuun, sitäpaitsi onhan meillä Tullaris... Sori Ithirion kun vähän hermostuin tosta sun selityksestä, ei muistella pahalla, okei
? Olen tässä miettinyt että minkä sortin spessua sitä tekis Darkeille, kun kaikki hyvät ideat on jo varattu: Beastlord Karath, Shadowblade, Tullaris, Kouran jne... Pitääpä kattella...
Six inches forward and five inches back, I GOT AN ANGRY INCH!
(Ostan Dwarffeja) http://forums.sotavasara.net/viewtopic.php?t=29694
(Ostan Dwarffeja) http://forums.sotavasara.net/viewtopic.php?t=29694
Odottakaahan, kun näätte mun armeijan tulevan* kenraalin. Urgoth Headhunterin, Savage Orc Warbossin ratsastamassa porsaalla hitonmoisen keihään kanssa. Yritän saada sen just näiden Morglumin ja Azhagin tasolle. En siis yhtä hyväksi kuin mahtava Grimgor.
*jos vastustaja antaa luvan.
*jos vastustaja antaa luvan.
Back in da biz and so deep in da bashin' game.
Tällaisen väänsin ihan huvin vuoksi, en aio käyttää vaikka saisikin luvan, mutta haluaisin kuulla pari kommenttia tästä.
Warboss Zagsnikk ug Gorfang
Points: 190
Ws6 Bs3 S5 T5 W3 I2 A4 Ld10 Sv2+
Wargear: Iron gob, mega armour, mega boosta, fixed skull, BIG shoota.
SPECIAL RULES:
Fixed Skull:
Twenty years ago Zagsnikk was almost killed by a power sword swing at his head. Half of his face was replaced by adamantium plate. This adds +1 to his toughness (as shown on his profile above).
BIG shoota:
Zagsnikk replaced his normal shoota with two big shootas, with very large ammo boxes fitted in them. This insane weapon would be too heavy for even a dreadnought to carry, but the combined strength of Zagsnikk and his mega armour’s exoskeleton makes it possible for him to use it.
Range Strength Type
Profile: 36” 5 Assault 5
Hatred:
Twenty years ago, in Zagsnikk’s foolhardy try at pillaging the Ultramarines’s home planet Macragge, Zagsnikk was beaten by emperor’s champion in single battle. Becouse of this, Zagsnikk is filled with furious anger when he sees any space marines.
If Zagsnikk is fighting space marines of any chapter, he automatically passes any leadership tests (morale, pinning).
If the enemy space marine army has emperor’s champion, Zagsnikk must make his moving phase towards him, at shooting phase shoot at him, and assault him if possible.
Bodyguard:
Zagsnikk must be accompanied by a Ork Warboss’s bodyguard, and at least 5 of them must be equipped with mega armours.
Mistrustful:
Zagsnikk doesn’t trust his bodyguard, because Zagsnikk himself gained the warboss’s title by stabbing his boss in the back.
In order to move, shoot or assault, Zagsnikk must take a leadership test with three dices, and discards the highest.
Jätin noin halvaksi koska 2 1/2 säännöistä ovat heikentäviä. Kommenttia...
Warboss Zagsnikk ug Gorfang
Points: 190
Ws6 Bs3 S5 T5 W3 I2 A4 Ld10 Sv2+
Wargear: Iron gob, mega armour, mega boosta, fixed skull, BIG shoota.
SPECIAL RULES:
Fixed Skull:
Twenty years ago Zagsnikk was almost killed by a power sword swing at his head. Half of his face was replaced by adamantium plate. This adds +1 to his toughness (as shown on his profile above).
BIG shoota:
Zagsnikk replaced his normal shoota with two big shootas, with very large ammo boxes fitted in them. This insane weapon would be too heavy for even a dreadnought to carry, but the combined strength of Zagsnikk and his mega armour’s exoskeleton makes it possible for him to use it.
Range Strength Type
Profile: 36” 5 Assault 5
Hatred:
Twenty years ago, in Zagsnikk’s foolhardy try at pillaging the Ultramarines’s home planet Macragge, Zagsnikk was beaten by emperor’s champion in single battle. Becouse of this, Zagsnikk is filled with furious anger when he sees any space marines.
If Zagsnikk is fighting space marines of any chapter, he automatically passes any leadership tests (morale, pinning).
If the enemy space marine army has emperor’s champion, Zagsnikk must make his moving phase towards him, at shooting phase shoot at him, and assault him if possible.
Bodyguard:
Zagsnikk must be accompanied by a Ork Warboss’s bodyguard, and at least 5 of them must be equipped with mega armours.
Mistrustful:
Zagsnikk doesn’t trust his bodyguard, because Zagsnikk himself gained the warboss’s title by stabbing his boss in the back.
In order to move, shoot or assault, Zagsnikk must take a leadership test with three dices, and discards the highest.
Jätin noin halvaksi koska 2 1/2 säännöistä ovat heikentäviä. Kommenttia...
En nyt tiedä voiko tätä laskea "oma-keksimäksi", kun on vaan perus Dwarf Lordi runeilla...
MC Brokki (293pts):
Any Dwarf army over 2000pts can field MC Brokki. He takes one Lord Choise
*Lordin statline*
Gear: Microphone, Hodded-sweater of Mikemaster
Special rules:
MC of the House:
If your Army includes MC Brokki, he must be your general
Mikemaster:
Because of brokki's very brutal use of his michrophone, it counts as Great Weapon.
Hodded-Sweater of Mikemaster:
Hodded-Sweater of Mikemaster gives Brokki re-rollable 1+ armor save, and counts as magical armor. Actually the save is because the endless layers of dirt on it, but who cares?
Aura of MC:
Brokki has 4+ Ward save. This is because he can discract his enemis by very insulting lyrics. It has said that Brokki can make Chaos Lord crying with his rhimes.
Fluffi on vielä vähän haussa, mutta ei mitään. Ja tätä voi käyttää missä vain, koska MC Brokki on itseasiassa vain toolattu Dwarf Lord. Ei mikään hyvä, mutta kuten sanoin, juttu on vielä vähän haussa.
MC Brokki (293pts):
Any Dwarf army over 2000pts can field MC Brokki. He takes one Lord Choise
*Lordin statline*
Gear: Microphone, Hodded-sweater of Mikemaster
Special rules:
MC of the House:
If your Army includes MC Brokki, he must be your general
Mikemaster:
Because of brokki's very brutal use of his michrophone, it counts as Great Weapon.
Hodded-Sweater of Mikemaster:
Hodded-Sweater of Mikemaster gives Brokki re-rollable 1+ armor save, and counts as magical armor. Actually the save is because the endless layers of dirt on it, but who cares?
Aura of MC:
Brokki has 4+ Ward save. This is because he can discract his enemis by very insulting lyrics. It has said that Brokki can make Chaos Lord crying with his rhimes.
Fluffi on vielä vähän haussa, mutta ei mitään. Ja tätä voi käyttää missä vain, koska MC Brokki on itseasiassa vain toolattu Dwarf Lord. Ei mikään hyvä, mutta kuten sanoin, juttu on vielä vähän haussa.
-
Mad Larkin
- Viestit: 183
- Liittynyt: Ke 12.03.2003 21:41
Aika pahis tyyppi JarLozilla 
Tässä on minun (minä) erikoishahmo(na):
Voi käyttää joko FB:ssä tai 40kssa.
Ma-Ti the 'Orrible
Jos tuomari on tarpeeksi sadistinen, Ma-Ti voidaan pistää kentälle riesaksi.
WS 1
BS 5
S 2
T 4
W: Kukaan ei o vielä listiny
I: Epävarma...
A:
LD: 1
Save +4 inv (väistää hyvin)
Equipment:
Kiikarikivääri (40k:n tiedot)
Sälää.
Liikkumissäännöt:
Heitä D6.
1. pelaaja 1 liikuttaa figua 6" (ei chargea)
2. Pelaaja 2 ~
3. "...sssaaaatanann..."
Huomaa jonkun vanhan vihamiehen. liikkuu lähimpää suojaa kohti.
4. "Hei! Jätkä! Moriens!" huomaa lähimmässä yksikössä jonkun tutuntutuntutun, ja liittyy yksikköön. (Aseta FB:ssä championin viereen)
Poistuu vuoron päästä.
5-6 "RRG!" Jos jonkunlainen yksikkö 6 tuuman päässä, niin tekee chargen.
paitsi jos on kerran käväissyt yksikön mukana
Ampuminen
Jos heittää liikkumisvuorolla 3, tai yksikkö jossa on mukana ampuu, mati käyttää kiikarikivääriään. Kohteen voi valita ryhmän sisältä.
Ma-Ti käyttää kivääriään "kuolettavan tarkasti" joten hän voi ampua liikkeestä.
Ma-Ti ei voi ampua yksikköä jossa hän on ollut mukana.
Lähitaistelu.
Ma-Tin hyökkäyksen kohteeksi joutuminen on yhtä häiritsevää kuin joutuisi ankan raatelemaksi. Ma-Ti iskee aina ensin.
Joka vuorolla heitä 2d6. Ma-ti osuu näin monta kertaa yhteen vihollismodelliin. Ma-ti haavoittaa aina mitä tahansa mörköä vähintään 6+.
Jos Ma-Ti saa haavan, heitä scatter dice +2d6. Ma-Ti hoipertelee/lentää kaaressa näin kauas. Sen jälkeen heitä d6+kaikkien saatujen haavojen määrä. jos tulos on 6 tai enemmän, Ma-Ti hoipertelee kiroillen kohti auringonlaskua.
Kaikenlaisia. pöh.
Tässä on minun (minä) erikoishahmo(na):
Voi käyttää joko FB:ssä tai 40kssa.
Ma-Ti the 'Orrible
Jos tuomari on tarpeeksi sadistinen, Ma-Ti voidaan pistää kentälle riesaksi.
WS 1
BS 5
S 2
T 4
W: Kukaan ei o vielä listiny
I: Epävarma...
A:
LD: 1
Save +4 inv (väistää hyvin)
Equipment:
Kiikarikivääri (40k:n tiedot)
Sälää.
Liikkumissäännöt:
Heitä D6.
1. pelaaja 1 liikuttaa figua 6" (ei chargea)
2. Pelaaja 2 ~
3. "...sssaaaatanann..."
Huomaa jonkun vanhan vihamiehen. liikkuu lähimpää suojaa kohti.
4. "Hei! Jätkä! Moriens!" huomaa lähimmässä yksikössä jonkun tutuntutuntutun, ja liittyy yksikköön. (Aseta FB:ssä championin viereen)
Poistuu vuoron päästä.
5-6 "RRG!" Jos jonkunlainen yksikkö 6 tuuman päässä, niin tekee chargen.
paitsi jos on kerran käväissyt yksikön mukana
Ampuminen
Jos heittää liikkumisvuorolla 3, tai yksikkö jossa on mukana ampuu, mati käyttää kiikarikivääriään. Kohteen voi valita ryhmän sisältä.
Ma-Ti käyttää kivääriään "kuolettavan tarkasti" joten hän voi ampua liikkeestä.
Ma-Ti ei voi ampua yksikköä jossa hän on ollut mukana.
Lähitaistelu.
Ma-Tin hyökkäyksen kohteeksi joutuminen on yhtä häiritsevää kuin joutuisi ankan raatelemaksi. Ma-Ti iskee aina ensin.
Joka vuorolla heitä 2d6. Ma-ti osuu näin monta kertaa yhteen vihollismodelliin. Ma-ti haavoittaa aina mitä tahansa mörköä vähintään 6+.
Jos Ma-Ti saa haavan, heitä scatter dice +2d6. Ma-Ti hoipertelee/lentää kaaressa näin kauas. Sen jälkeen heitä d6+kaikkien saatujen haavojen määrä. jos tulos on 6 tai enemmän, Ma-Ti hoipertelee kiroillen kohti auringonlaskua.
Kaikenlaisia. pöh.
Hirtettäväksi syntynyt ei hukkumalla kuole
Pistetäämpä omakin charru (Empire)
Weapon master of knightly orders 130pts.(?)
M:4 Ws:6 Bs:3 St:4 T:4 W:2 I:5 A:3 Ld:8 1 hero slot
Equipment: Handweapon&shield, lance, full plate
Mount: Weapon master always rides barded warhorse
Options¬es:
-All current equipments are included in the cost and any items and its cost replaced by magic item is lost.
-Can only join unit of his own order.
-If weapon master of white wolves he must replace his hw&shield with cavalry hammer (+6pts.) unless buying magic weapon.
-Weapon masters aura of duty:Weapon master are veterans of many battles and there for have seen it all. Their self-control and nerves have risen to new levels. Weapon master is immune to fear as if causing fear (when faced with terror unit only suffers fear, note that weapon master does not cause fear) When joined with knigths of his own order this ability is expanded to whole unit.
-Duel master: After years of training new knigths his dueling skills have been perfected to the top. This is represented by addind +1 to his I when in challence.
-Can carry magic items up to 50pts.
Full plate mail armour: 4+ save
Cavalry warhammer St +1, +2 when charging, Uses both hands but doesn't strike last.
(Tavallisia Empiren tavaroita)
Weapon master of knightly orders 130pts.(?)
M:4 Ws:6 Bs:3 St:4 T:4 W:2 I:5 A:3 Ld:8 1 hero slot
Equipment: Handweapon&shield, lance, full plate
Mount: Weapon master always rides barded warhorse
Options¬es:
-All current equipments are included in the cost and any items and its cost replaced by magic item is lost.
-Can only join unit of his own order.
-If weapon master of white wolves he must replace his hw&shield with cavalry hammer (+6pts.) unless buying magic weapon.
-Weapon masters aura of duty:Weapon master are veterans of many battles and there for have seen it all. Their self-control and nerves have risen to new levels. Weapon master is immune to fear as if causing fear (when faced with terror unit only suffers fear, note that weapon master does not cause fear) When joined with knigths of his own order this ability is expanded to whole unit.
-Duel master: After years of training new knigths his dueling skills have been perfected to the top. This is represented by addind +1 to his I when in challence.
-Can carry magic items up to 50pts.
Full plate mail armour: 4+ save
Cavalry warhammer St +1, +2 when charging, Uses both hands but doesn't strike last.
(Tavallisia Empiren tavaroita)
Viimeksi muokannut Antrax, Pe 17.10.2003 14:54. Yhteensä muokattu 2 kertaa.
"Cover my lovejunk in catnip and teabag a horny lion"
Spoonyone
Spoonyone
-
The Swordmaster
- Viestit: 258
- Liittynyt: To 10.07.2003 18:03
Tämmösen mää nyt keksin kun en saanu unta yöllä.
White Lion Captain
M WS BS S T W I A LD
5 7 5 4 3 2 7 3 10
Points: 100 (tosta en oo oikeen varma!)
Weapons: Hand Weapon
Armour: Lion Cloak
Options:
· May wear either light armour(2pts), heavy armour(4pts)
oor dragon armour(6pts),
· May carry a great axe(4pts)
· May choose a combination of Honours and/oor Magic items froom the Common oor High Elf magic item lis, to a maximum total value of 50pts
Special Rules:
Lion Cloak, Woodsman, White Lion, Lion Leader
New Honour:
Body Guard, White Lion Captains only.
The White Lions are famous bodyguards and they will protect their Lord against enyone
Who tries to atack him.
The White Lion Captain can’t be the armys general if there are other characters
In the army( unless he is chosen by the Intrigue at Court rule). When there is other characters in the army the Captain will join the unit where the general is.
If the general isn’t in a unit the Captain must always be atleast 4” of the general alltime. Whenever the general is in a combat, the general can swap places whit the Captain so that the Captain fights against the one who fights the general and the general fights against the one the Captain is fighting(if one of them isn’t fighting enyone he will just be placed 4” away of the other so that he whount be in a combat).
Lion Cloak:
The lion cloaks that give theire names to the huntsmen of Chrace are froom the great white lions that live in the mountains of Chrace. To be aprooved to the ranks of the white lions you must slay one of theese creatures in hand-to-hand combat and take its fur and make a cloak foor youre self.
A lion cloak follows the normal rules foor a lion cloak and the rules can be found on page 15 of the High Elves army book.
Woodsman:
The people of Chrace are trained huntsmen and moove in the wood whit ease.
The White Lion Captain mooves true woods whitout penalty.
White Lion:
When the White Lion Captain is in the army White Lions become Speacial choice but remains 0-1 choice.
Lion Leader:
The Captain can only join a Whit Lion regiment and must join a White Lion regiment if there is one and he isnt’t beein a Bodyguard to enyone.
White Lion Captain
M WS BS S T W I A LD
5 7 5 4 3 2 7 3 10
Points: 100 (tosta en oo oikeen varma!)
Weapons: Hand Weapon
Armour: Lion Cloak
Options:
· May wear either light armour(2pts), heavy armour(4pts)
oor dragon armour(6pts),
· May carry a great axe(4pts)
· May choose a combination of Honours and/oor Magic items froom the Common oor High Elf magic item lis, to a maximum total value of 50pts
Special Rules:
Lion Cloak, Woodsman, White Lion, Lion Leader
New Honour:
Body Guard, White Lion Captains only.
The White Lions are famous bodyguards and they will protect their Lord against enyone
Who tries to atack him.
The White Lion Captain can’t be the armys general if there are other characters
In the army( unless he is chosen by the Intrigue at Court rule). When there is other characters in the army the Captain will join the unit where the general is.
If the general isn’t in a unit the Captain must always be atleast 4” of the general alltime. Whenever the general is in a combat, the general can swap places whit the Captain so that the Captain fights against the one who fights the general and the general fights against the one the Captain is fighting(if one of them isn’t fighting enyone he will just be placed 4” away of the other so that he whount be in a combat).
Lion Cloak:
The lion cloaks that give theire names to the huntsmen of Chrace are froom the great white lions that live in the mountains of Chrace. To be aprooved to the ranks of the white lions you must slay one of theese creatures in hand-to-hand combat and take its fur and make a cloak foor youre self.
A lion cloak follows the normal rules foor a lion cloak and the rules can be found on page 15 of the High Elves army book.
Woodsman:
The people of Chrace are trained huntsmen and moove in the wood whit ease.
The White Lion Captain mooves true woods whitout penalty.
White Lion:
When the White Lion Captain is in the army White Lions become Speacial choice but remains 0-1 choice.
Lion Leader:
The Captain can only join a Whit Lion regiment and must join a White Lion regiment if there is one and he isnt’t beein a Bodyguard to enyone.
-
Andromedus
- Viestit: 1968
- Liittynyt: Su 06.10.2002 19:57
- Paikkakunta: Savonlinna, Itäisten arojen linnake
No Andromeduksen tunnette jos käytte Tarinat ja Novellit osastolla. Tässä on säännöt:
ANDROMEDUS, HIGHEST BOUNTYMASTER OF MERCENARY FLEET CROZIUS
Ws Bs S T W I A Ld Sv Points:200
5 5 4(8) 4 3 5(3) 3 10 3+
Andromedus may be taken as one hq choice for Cadian imperial guard army(only Andromedus´ merceanaries) or Blood Angels. If eny of the Blood Angels Special chracters are on the force, they must lead instead of Andromedus. He is a special character and may be used with opponents approval.
Wargear:Mastered Plasma Pistol, Doombringer, power armor, trademark item(bounty book), white cape of Baal and jump pack.
Independent Character: Andromedus is an Independent character as described in page 74 in Warhammer 40, 000 rulebook. He may be included in Command Hq for 20+ pts and it includes 4 guardsman but he usually accompanies a group of stormtroopers.
Doombringer: Doombringer is a special kind of power claw, crafted from a ancient power fist which his brother Anaroth carried in battle under the flag of Blood Angels. Then his brother crafted a number of blades in it when he came to side of chaos. When Anaroth was defeated Andromedus took the claw to his own and took of the blades from it and replaced it with new ones and serves him as his bionic arm. Doombringer is counted as a power claw with one exeption, Andromedus always has initiative of 3 when wearing it.
White cloak of Baal: The cape is a gift from Dante to Andromedus after the purging of the orcs from planet Vermantius. It looks like a normal cloak but it has special abilities. It has been made from fabric which is known only as “The Glittering” which is very rare and only found on the outskirts of Blood Angles fortress monastery on Baal. The white cloak rejects any kind of filt and blood etc. Because of this, it is always white. The cape itself protects Andromedus by distracting opponents on its unique way; making its wearers body a blur of movement. Therofore Andromedus receives a 5+ invurneable save against shooting and 6+ invurneable save for closecombat. Combined with the dodge rule, Andromedus has a 4+ invurneable save in close combat.
Mastered Shot: Andromedus is very skilled with plasma pistol and knows what will happen if it overheats. Andromedus doesent have to take eny overheating test while he shoot one shot with his plasma pistol. But when shooting twice, his Plasma pistol is subject to overheating.
Dodge: Andromedus is noted from his lightning fast reflexes and benefits from 5+ invurneable save in close combat.
Feel no pain: Andromedus once was a death company chaplain and learned how to immunise the pain inflicted to him. After a failed armor save(s) you must roll a d6 for him. From a roll of 5+ he unaffected by the wound. But on a roll of 1,2,3 or 4 he must suffer one wound.
Red Thirst: Each round, roll a d6 for Andromedus. On a roll of 2+ he is fine. But on a roll of 1 he is affected by the genecurse of his former chapter. He adds +1 initiative and attack and his feel no pain ability is raised to 4+ save rather than 5+. In addition, he has to charge an enemy unit if they are in attack range. Only bad thing about it is that his opponent will hit him on 3+ in close combat and he only has 5+ invurneable save..
He was once one of our chapters most loyal and greatest warriors. He was loyal to the Emperor and his chapter. Thought, we do respect him and not treat him as a traitor. He choose his own way to serve our magnificent imperium and Emperor.
Commander Dante, Master of Blood Angels
I had heard about these deeds of the traitor Andromedus. I thought that he wouldn´t be such a good fighter. But when I fought whit him against the foul necrons, I saw that he was a man of Emperor and that the stories are false, because he fights better in real life.
Diviator, Emperors Champion of Black Templars
ANDROMEDUS, HIGHEST BOUNTYMASTER OF MERCENARY FLEET CROZIUS
Ws Bs S T W I A Ld Sv Points:200
5 5 4(8) 4 3 5(3) 3 10 3+
Andromedus may be taken as one hq choice for Cadian imperial guard army(only Andromedus´ merceanaries) or Blood Angels. If eny of the Blood Angels Special chracters are on the force, they must lead instead of Andromedus. He is a special character and may be used with opponents approval.
Wargear:Mastered Plasma Pistol, Doombringer, power armor, trademark item(bounty book), white cape of Baal and jump pack.
Independent Character: Andromedus is an Independent character as described in page 74 in Warhammer 40, 000 rulebook. He may be included in Command Hq for 20+ pts and it includes 4 guardsman but he usually accompanies a group of stormtroopers.
Doombringer: Doombringer is a special kind of power claw, crafted from a ancient power fist which his brother Anaroth carried in battle under the flag of Blood Angels. Then his brother crafted a number of blades in it when he came to side of chaos. When Anaroth was defeated Andromedus took the claw to his own and took of the blades from it and replaced it with new ones and serves him as his bionic arm. Doombringer is counted as a power claw with one exeption, Andromedus always has initiative of 3 when wearing it.
White cloak of Baal: The cape is a gift from Dante to Andromedus after the purging of the orcs from planet Vermantius. It looks like a normal cloak but it has special abilities. It has been made from fabric which is known only as “The Glittering” which is very rare and only found on the outskirts of Blood Angles fortress monastery on Baal. The white cloak rejects any kind of filt and blood etc. Because of this, it is always white. The cape itself protects Andromedus by distracting opponents on its unique way; making its wearers body a blur of movement. Therofore Andromedus receives a 5+ invurneable save against shooting and 6+ invurneable save for closecombat. Combined with the dodge rule, Andromedus has a 4+ invurneable save in close combat.
Mastered Shot: Andromedus is very skilled with plasma pistol and knows what will happen if it overheats. Andromedus doesent have to take eny overheating test while he shoot one shot with his plasma pistol. But when shooting twice, his Plasma pistol is subject to overheating.
Dodge: Andromedus is noted from his lightning fast reflexes and benefits from 5+ invurneable save in close combat.
Feel no pain: Andromedus once was a death company chaplain and learned how to immunise the pain inflicted to him. After a failed armor save(s) you must roll a d6 for him. From a roll of 5+ he unaffected by the wound. But on a roll of 1,2,3 or 4 he must suffer one wound.
Red Thirst: Each round, roll a d6 for Andromedus. On a roll of 2+ he is fine. But on a roll of 1 he is affected by the genecurse of his former chapter. He adds +1 initiative and attack and his feel no pain ability is raised to 4+ save rather than 5+. In addition, he has to charge an enemy unit if they are in attack range. Only bad thing about it is that his opponent will hit him on 3+ in close combat and he only has 5+ invurneable save..
He was once one of our chapters most loyal and greatest warriors. He was loyal to the Emperor and his chapter. Thought, we do respect him and not treat him as a traitor. He choose his own way to serve our magnificent imperium and Emperor.
Commander Dante, Master of Blood Angels
I had heard about these deeds of the traitor Andromedus. I thought that he wouldn´t be such a good fighter. But when I fought whit him against the foul necrons, I saw that he was a man of Emperor and that the stories are false, because he fights better in real life.
Diviator, Emperors Champion of Black Templars
On se kumma että sain potkut työstäni vaikken mitään tehnyt.
jeps... elikkä tossa on mun codexin pää charru
Name Points WS BS S T W I A Ld Sv
Beowulf 250 6 5 4 4 3 5 3 10 2+
Beowulf may be taken to an army over 2000pts. and counts as HQ choice. He must be used as described here and may not have additional equipment. He may only be taken if both players agree to use special characters.
Wargear: Combi bolter/meltagun, The Dark Blooded Sword, Arcaine armor, frag & krak grenades, bionics.
Beowulf may have up to three bodyguards, who are noted on the hero stats in HQ section
Also the Alexandrus bodyguard may be appointed to guard Beowulf.
SPECIAL RULES
Bloodlust: see Dark Blood special rules. In addition, that such is Beowulfs influence to his battle comrades that they may have Bloodlust for +25pts. per squad
Arcaine Armor: This is one of the most skilled items from a artificier what is ever built! It was builded by the first head artificier/techmarine called Shane the mad, who was killed in an great campaign against an Tyranid Hive fleet (He was inplanted to an dreadnought, but he has forgotten all what he has designed). Arcaine armor is treated as a artificier armor and a Iron Halo.
Death From Above: Everywhere where Beowulf is, there is low-orbiting ”Executioner’s Hand”, the command ship of the Dark Blood Mercenaries. In game Beowulf may have reinforcements by drop pods (or other jump packs, terminator armor, etc.) up to 500pts. even if the rules does not allow deepstrike to use. In addition he may use the preliminary bombardment rule.
Independent Character: WH40K rulebook
Grimreapers Children: Beowulf never uses command squad as retinue. He may only be assigned with Grimreapers children (if he isn’t used as Independent character only).
Elikkä vielä selvyytenä että toi Dark Blooded Sword on sama kui power weapon +2 strenalla (vähän kuin sword of secrets -> codex: DA) ja bloodlust tuo +1A chargetessa sen normi +1A lisäksi, tuoden +2A chargatessa (sama kuin berserk charge -> codex: SW)
Tuohon kuuluisi sivu kaupalla fluffiakin, mutta ei jaksa copy/pasteta niitä tähän
Kommentti vapaa
Name Points WS BS S T W I A Ld Sv
Beowulf 250 6 5 4 4 3 5 3 10 2+
Beowulf may be taken to an army over 2000pts. and counts as HQ choice. He must be used as described here and may not have additional equipment. He may only be taken if both players agree to use special characters.
Wargear: Combi bolter/meltagun, The Dark Blooded Sword, Arcaine armor, frag & krak grenades, bionics.
Beowulf may have up to three bodyguards, who are noted on the hero stats in HQ section
Also the Alexandrus bodyguard may be appointed to guard Beowulf.
SPECIAL RULES
Bloodlust: see Dark Blood special rules. In addition, that such is Beowulfs influence to his battle comrades that they may have Bloodlust for +25pts. per squad
Arcaine Armor: This is one of the most skilled items from a artificier what is ever built! It was builded by the first head artificier/techmarine called Shane the mad, who was killed in an great campaign against an Tyranid Hive fleet (He was inplanted to an dreadnought, but he has forgotten all what he has designed). Arcaine armor is treated as a artificier armor and a Iron Halo.
Death From Above: Everywhere where Beowulf is, there is low-orbiting ”Executioner’s Hand”, the command ship of the Dark Blood Mercenaries. In game Beowulf may have reinforcements by drop pods (or other jump packs, terminator armor, etc.) up to 500pts. even if the rules does not allow deepstrike to use. In addition he may use the preliminary bombardment rule.
Independent Character: WH40K rulebook
Grimreapers Children: Beowulf never uses command squad as retinue. He may only be assigned with Grimreapers children (if he isn’t used as Independent character only).
Elikkä vielä selvyytenä että toi Dark Blooded Sword on sama kui power weapon +2 strenalla (vähän kuin sword of secrets -> codex: DA) ja bloodlust tuo +1A chargetessa sen normi +1A lisäksi, tuoden +2A chargatessa (sama kuin berserk charge -> codex: SW)
Tuohon kuuluisi sivu kaupalla fluffiakin, mutta ei jaksa copy/pasteta niitä tähän
Kommentti vapaa
Siinä vaiheessa kun the Captain lopettaa asian puhumisen, tiedän lähteväni varhaiseläkkeelle.
Heh! Tämän väänsin pari tuntia sitten.
STONE COLD STEVE AUSTIN
An Imperial Guard army of at least 1500 points may include one Stone Cold Steve Austin. If you include him then he counts as an Elites- choice for the army. He must be used as described below, and may not have any additional equipment.
Points: 160
Ws5 Bs- S5 T4(5) W3 I4 A4 Ld10 Sv5+
Wargear: WHAT?-T-Shirt, beers.
Special rules
Stone Cold Stunner: When Steve Austin charges into combat, he starts it by kicking the closest enemy into stomach, crabs him from neck and jumps down, stunning his enemy. (This counts as the extra attack for charging.)
Roll a D6 on the table below.
1-3: Enemy is stunned for the rest of the close combat phase and may not attack.
4-5: Enemy is knocked out cold. Remove the model, but it will not give any victory points to the Imperial Guard player, as the victim will wake after the battle.
6: Neck broken! Instant death to victim.
WHAT-T-Shirt: This is Steve Austin’s special T-shirt with his catch phrase in it. It gives him 5+ invulnerable save.
Beer: As being the most popular beer basher in USA, Austin always carries few beers in his belt or pockets.
Once during a battle, Steve Austin can drink few beers. Roll a D6.
1-3: Steve Austin gets +1 to his toughness for the rest of the turn.
4-5: Steve Austin can move up to 12” in next moving phase.
6: More Beer! Austin keeps drinking for the rest of the turn. He may not move or charge, but may fight back if attacked in close combat.
Hard Head: Because of all punches, throws and hits with steel chair in his head, Austin can take enormous amount of punishment before dying. He gets +1 to toughness (already included in his profile above) and he cannot be instantly killed.
Fist Fighter: Austin carries no weapons, he simply makes throws and clotheslines to damage his enemy. In close combat, instead of attacking normally, Austin may decide to just punch his enemy. This is represented by doubling his attacks, but reducing his Strength to 3 for that turn.
Middle-finger: Austin’s habit of showing his middle-finger to his opponents is confusing and enraging. In order to shoot at Steve Austin or squad which he has joined, the enemy squad must pass a leadership test. If it fails, roll a D6.
1-3: Enraged! The enemy squad starts running towards Austin, and shooting is automatically missed. Move all models in the squad 2” towards Austin.
4-6: Confused. The enemy squad either doesn’t know what the middle-finger means or they don’t know how to reply. They just stand and watch. Shooting is automatically missed.
Independent Character: Stone Cold Steve Austin is an independent character and follows all the independent character rules as given in the Warhammer 40.00 rulebook.

STONE COLD STEVE AUSTIN
An Imperial Guard army of at least 1500 points may include one Stone Cold Steve Austin. If you include him then he counts as an Elites- choice for the army. He must be used as described below, and may not have any additional equipment.
Points: 160
Ws5 Bs- S5 T4(5) W3 I4 A4 Ld10 Sv5+
Wargear: WHAT?-T-Shirt, beers.
Special rules
Stone Cold Stunner: When Steve Austin charges into combat, he starts it by kicking the closest enemy into stomach, crabs him from neck and jumps down, stunning his enemy. (This counts as the extra attack for charging.)
Roll a D6 on the table below.
1-3: Enemy is stunned for the rest of the close combat phase and may not attack.
4-5: Enemy is knocked out cold. Remove the model, but it will not give any victory points to the Imperial Guard player, as the victim will wake after the battle.
6: Neck broken! Instant death to victim.
WHAT-T-Shirt: This is Steve Austin’s special T-shirt with his catch phrase in it. It gives him 5+ invulnerable save.
Beer: As being the most popular beer basher in USA, Austin always carries few beers in his belt or pockets.
Once during a battle, Steve Austin can drink few beers. Roll a D6.
1-3: Steve Austin gets +1 to his toughness for the rest of the turn.
4-5: Steve Austin can move up to 12” in next moving phase.
6: More Beer! Austin keeps drinking for the rest of the turn. He may not move or charge, but may fight back if attacked in close combat.
Hard Head: Because of all punches, throws and hits with steel chair in his head, Austin can take enormous amount of punishment before dying. He gets +1 to toughness (already included in his profile above) and he cannot be instantly killed.
Fist Fighter: Austin carries no weapons, he simply makes throws and clotheslines to damage his enemy. In close combat, instead of attacking normally, Austin may decide to just punch his enemy. This is represented by doubling his attacks, but reducing his Strength to 3 for that turn.
Middle-finger: Austin’s habit of showing his middle-finger to his opponents is confusing and enraging. In order to shoot at Steve Austin or squad which he has joined, the enemy squad must pass a leadership test. If it fails, roll a D6.
1-3: Enraged! The enemy squad starts running towards Austin, and shooting is automatically missed. Move all models in the squad 2” towards Austin.
4-6: Confused. The enemy squad either doesn’t know what the middle-finger means or they don’t know how to reply. They just stand and watch. Shooting is automatically missed.
Independent Character: Stone Cold Steve Austin is an independent character and follows all the independent character rules as given in the Warhammer 40.00 rulebook.
Tämmösiä olin ajatellut marine patrolliini laittaa. Lähinnä näön vuoksi mutta jonkun hintaisia niiden pitäsisi varmaan silti olla. Jotain kommenttia jos saisi niin olisi mukavaa
.
Astropath and Servo Skull:
Points ? WS 2 BS 2 S 2 T 3 W 1 I 1 A1 LD 8 SV -
Astropaths servo skull is armed with a hell gun.
Psychic sense: counts as auspex
Navigator
Points ? WS 2 BS 2 S 3 T 3 W 1 I 2 A 1 LD 7 SV -
Warp Eye: S: 3 ap: - range: template must pass ld test to use, models with full helmet and daemons are unaffected. Causes instant death.
Marine Artificer:
Points ? WS 3 BS 2 S 3(4) T 3 W 1 I 2 A 1 LD 7 SV -
Armed with great weapon (+1 S)
Astropath and Servo Skull:
Points ? WS 2 BS 2 S 2 T 3 W 1 I 1 A1 LD 8 SV -
Astropaths servo skull is armed with a hell gun.
Psychic sense: counts as auspex
Navigator
Points ? WS 2 BS 2 S 3 T 3 W 1 I 2 A 1 LD 7 SV -
Warp Eye: S: 3 ap: - range: template must pass ld test to use, models with full helmet and daemons are unaffected. Causes instant death.
Marine Artificer:
Points ? WS 3 BS 2 S 3(4) T 3 W 1 I 2 A 1 LD 7 SV -
Armed with great weapon (+1 S)
Kyllä mä omat charruni teen ihan kirjan mukaan mutta nimi on oma Eutharic ja sillä on tyttöystäväkin Eaven joidenka rakkautta ei edes kuolema voi erottaa.. ja sit ne silpoo eläviä yhdessä ja kostavat Jumalille kun antoivat kirouksen langeta juuri heihin... (inspired by Bram Stokers Dracula)
Eugene Francois Vidocq
Bretonnian Noble
Bretonnian Noble
Mun scharru. Vähän modifoitu Colonel-Comissar Ibram Gauntista... Kattoo sitten tulevaisuudessa miten statit muuttuu.
CAPTAIN RAINHAWK
An Imperial Guard army of 1,500 points or more may include Captain Rainhawk. Captain Raihawk is an independent character and he may join squads if he desires, you also can take a command squad for him.. If you take him he counts as one of the HQ choices for the army. He must be used exactly as described below, and may not be given any additional equipment.
Pts WS BS S T W I A Ld Sv
Captain Rainhawk 95 5 4 3(4) 3 3 4 3 10 4+(I 5+)
Wargear: Sword of Valor, Bolt pistol, Refractor Field, Macharian cross, frag & krak grenades.
SPECIAL RULES
Sword of Valor: This sword presents excellent crafts work and was gifted to Rainhawk from his actions during the siege to Cadia. It is a master-crafted power sword and hits at Sterght 4 (this is included in the profile above). It also counts as a trademark item.
Hawk Strike: Captain Rainhawk has always led the from the front and he utilizes art of close quarter combat. If there is an assault occurring within 12” of Rainhawk at the start of the Imperial Guard player’s turn and he is not in combat, he must immediately move toward the nearest combat in his Movement phase and assault the enemy models in that combat if at all possible. He can make a allocated hit with ONE enemy model in base contact and so always wounds at 3+ at the first base contact attack of that turn. However, when Rainhawk charges into an assault, he inspires such feats of heroism in his men that all Imperial Guard models in that combat benefit from +1 attack for that round only. This benefit includes Rainhawk himself.
Iron Discipline: See page 56 at Codex: Imperial Guard for rules.
Fearless: Rainhawk is totally fearless and never has to take Morale or Pinning tests. He confers this ability to any unit he joins.
Leader: Any Imperial Guard squad within 12” of Captain Rainhawk may use his leadership value for all Morale and Pinning tests.
CAPTAIN RAINHAWK
An Imperial Guard army of 1,500 points or more may include Captain Rainhawk. Captain Raihawk is an independent character and he may join squads if he desires, you also can take a command squad for him.. If you take him he counts as one of the HQ choices for the army. He must be used exactly as described below, and may not be given any additional equipment.
Pts WS BS S T W I A Ld Sv
Captain Rainhawk 95 5 4 3(4) 3 3 4 3 10 4+(I 5+)
Wargear: Sword of Valor, Bolt pistol, Refractor Field, Macharian cross, frag & krak grenades.
SPECIAL RULES
Sword of Valor: This sword presents excellent crafts work and was gifted to Rainhawk from his actions during the siege to Cadia. It is a master-crafted power sword and hits at Sterght 4 (this is included in the profile above). It also counts as a trademark item.
Hawk Strike: Captain Rainhawk has always led the from the front and he utilizes art of close quarter combat. If there is an assault occurring within 12” of Rainhawk at the start of the Imperial Guard player’s turn and he is not in combat, he must immediately move toward the nearest combat in his Movement phase and assault the enemy models in that combat if at all possible. He can make a allocated hit with ONE enemy model in base contact and so always wounds at 3+ at the first base contact attack of that turn. However, when Rainhawk charges into an assault, he inspires such feats of heroism in his men that all Imperial Guard models in that combat benefit from +1 attack for that round only. This benefit includes Rainhawk himself.
Iron Discipline: See page 56 at Codex: Imperial Guard for rules.
Fearless: Rainhawk is totally fearless and never has to take Morale or Pinning tests. He confers this ability to any unit he joins.
Leader: Any Imperial Guard squad within 12” of Captain Rainhawk may use his leadership value for all Morale and Pinning tests.
Our navigators consider it highly probable that they'll end up here.
IMO hyvin tehty charru. Hinta ei ole liian alhainen ja tyyppi ei ole liian ylivoimainen. Itse olisin tuon kohdan "In addition, that such is Beowulfs influence to his battle comrades that they may have Bloodlust for +25pts. per squad " Pistänyt mielummin vaikka 5pts/model, mutta ei sillä niin suurta väliä ole, innostaa vain ottamaan isompia squadeja.Aasimar kirjoitti:jeps... elikkä tossa on mun codexin pää charru
Name Points WS BS S T W I A Ld Sv
Beowulf 250 6 5 4 4 3 5 3 10 2+
.
.
.
.
Kommentti vapaa