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Shinobi_8745

PostPosted: Wed Aug 27, 2008 1:45 am


I belive I could need sum o' dem bl00 gitz as well, auto-win each game! : D

I think GW is making the Smurf characters too powerful... D:
PostPosted: Wed Aug 27, 2008 12:08 pm


Maybe they're trying to make them live up to the fluff? xd

Xenos Mortium


Hoxtalicious

Greedy Partner

PostPosted: Wed Aug 27, 2008 2:10 pm


Maybe we should wait until the codex is released?
PostPosted: Wed Aug 27, 2008 6:35 pm


Lt. Brookman
Maybe we should wait until the codex is released?


Yeah, most likely. Griping is fun at times, though.

Caleidah

Eloquent Lunatic


Shinobi_8745

PostPosted: Thu Aug 28, 2008 5:35 am


But it wouldn't suprise me if Beakie characters get overly powerful, and it's not that the auto flee option is enough, yey for never ever getting another charge on them...


<_<;;;
PostPosted: Thu Aug 28, 2008 6:17 am


Please stop overreacting and asuming that the worst case scenario will become the norm.

Hoxtalicious

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Jason Kharo

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PostPosted: Tue Sep 02, 2008 2:08 pm


New Marneus kicks a**....
Rules are amazing. So is a T6 chaplain....
Any way, pm me if you want info about the special char.
PostPosted: Tue Sep 02, 2008 8:56 pm



Alright. This is as good a place as any. I'm gonna start running rules on some of the Ork SCs for the Guild Campaign, and I need ideas. Here's a list of what I want ideas for:

Space Marines:
Chaplain, Librarian, Force Commander, anything else.

These guys...I've got one idea on a rule for the commander detailing his gun. Assault 3 MC Bolter

Imperial Guard:
Senior Officer, Commissar, maybe a Tank Commander

I've already got one Commissar thought up. Guard will need a lot, possibly a named Psyker?

Orks:
Warboss, Wyrd Boy, Freeboota Kaptin, Kommando

I've already got the Big Mek in construction in my mind.

Chaos Space Marines:
Chaos Lord, Sorcerer, etc.

Seriously, anything and everything. I've got some ideas bouncing in my mind for them, but any help would be handy.

Chaos Daemons:
Heralds for each of the Four

Aside from that, Xenos Mortium and I are building an entirely new race for the campaign.

Eldar
Farseer, Autarchs

Necrons
Nothing.

'Nids:
Nada.

For 'Nids and 'Crons, they don't really allow for new characters. If you come up with something good, though, I'd like to see it.

Inquisition:
Inquisitors, Grey Knight Commanders, Cannonesses, and maybe Assassins.

If I forgot anyone else for races, send me your ideas.

They don't allow for new special characters, really.

Yeah...need these guys and I don't know anything of their rules.

Caleidah

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Jason Kharo

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PostPosted: Mon Dec 08, 2008 9:07 am


I recently made my Captain Sicarius and used him in his first game.
He's incredible isn't he?
His Tempest coup de grace killed Chaos Lord, then went on to slaughter the guards, then went on to slice his way through a squad of normal marines and then finish the game destroying a dread.
He was with a full command squad though.
PostPosted: Mon Dec 08, 2008 3:14 pm


Caleidah

Alright. This is as good a place as any. I'm gonna start running rules on some of the Ork SCs for the Guild Campaign, and I need ideas. Here's a list of what I want ideas for:

Warboss, Wyrd Boy, Freeboota Kaptin, Kommando

I've already got the Big Mek in construction in my mind.


What kind of help do you need? Being a right proppa greenskin, I'll help you with the orks. Are you looking for any klans in particular, modifications to the rules, etc?

I call for a runtherder!

EsgarBlackpoxs


Caleidah

Eloquent Lunatic

PostPosted: Mon Dec 08, 2008 10:34 pm



No real modifications to rules. If you give the character special rules, make sure that they're not too ridiculous.


I've got my Big Mek worked out, all but for points.

Big Mek (Needs a name).

AV 12-12-10 BS3 WS4 S6 I4 A4

Equipment:
Da Huntin' Shoota, Two Dreadnought CCWs (extra attack included), Burna

Da Huntin' Shoota: Big Mek Orkifant never quite found a good enough kill on the ground, so he took his heavy "Huntin' Shoota" into the armored Howdah on top of his favorite creation. The gun itself is less of a hunting weapon and more of a weapon of war, capable of laying out enemies left nad right.

Da Huntin' SHoota: 48" S7 AP4 Heavy d3+1



Da Orkifant itself is what it sounds like. It is a modified Orky Dread that contains a special small Squiggofant, which happens to look like a human Elephant. Da Mek built a special dread for it, capitalizing on its build to make a special "Deff Dredofant," as the Mek calls it. So...it's a dreadnaught that looks like an elephant (possibly like two of them together). The Burna is in the trunk.
PostPosted: Tue Dec 09, 2008 1:50 am


funnily enough, i build an inquisitor special character a couple days back, and since he doesn't fit as a mercenary, unless i use him for just imperial forces, you can have the use of him if you want:
__________________________________________________________________________

HQ: Inquisitor Rudias Makai

"A visionary man, and the son of a Terra High-Born. At a young age, Rudia Makai was noticed to be developing psychic powers, the inquisition took him from his home to be trained. when he had completed his psychic training, he rose through the ranks of the inquisition, until he became a fully-fledged Inquisitor. Makai spends most of his time dedicated to learning all he can about various xenos races, and has learned a variety of fighting styles from many sections of the Imperium. He was learning swordsmanship from a friend in the Black Templars chapter, and both he and the Templar has forged their weapons together. A call to arms was sounded, and they went to war against the Tau. Makai's Templar friend was mortally wounded in the battle, and his last wish was for Makai to be given his sword, which was the brother sword of Makai's halberd.
later in life, Makai was mortally wounded defending a forge world of the Mechanicus, and as a gift to him, the tech adepts of mars built him bionics, replacing most of his skull and body with a suit of Adeptus Mechanicus built Artificer Power Armour and a custom boltgun to replace the one he had lost in battle. The Eagle Sculpture behind his head, mounted on his armour, has psychic protection properties, and is often compared to the Pshychic Hoods of Imperial psykers and Librarians."


Inq. Rudias Makai: WS4, BS4, S4, T3, W3, I4, A3, Ld10, Sv3+ (4+Inv)

Equipment: Master Crafted Boltgun, Force Halberd, Digital Weapon, Artificer Armour, Psychic Hood, Bionics (power sword only gives Makai an extra attack, already included in statline)

Options: None

Independent Character: May operate independently, joining and leaving units as described for characters in the
Warhammer 40,000 rulebook.

Special Rules:

Inquisitorial Retinue: Makai can take an inquisitorial retinue, see Codex: Daemonhunters for more info.

Psyker: Makai is able to cast "Storm Of The Emporers Wrath" once per turn in the shooting phase instead of shooting. this power CANNOT be replaced with any other.

Master Swordsman: if a to hit or wound roll is failed with Makai, then once per turn, you may re-roll EITHER the To hit, OR To wound rolls once. (you cannot re-roll both)

Images:

http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01411.jpg
http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01412.jpg
http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01415.jpg
http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01416.jpg
http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01417.jpg
http://i221.photobucket.com/albums/dd92/SingleGunner/Warhammer/DSC01419.jpg
__________________________________________________________________________


what do you guys think?

::EDIT::
dropped the T from 4 to 3
added the option for an inquisitorial retinue

Darkweaver66

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Shinobi_8745

PostPosted: Tue Dec 09, 2008 3:29 am


Caleidah: I think he should have 1 more A, comparing him with a normal big mek who have 3 attacks in its basic profile I think this one should have the same stats, an ork dreanaught have a normal ork boy inside + 2 dread weapons ends up with 3 attacks, so the deff-mek should have atleast 4.

Other than that I'm confused about his Bs, there's only one ork in the universe who is known for his steady aim, and that is Nazdreg of the bad moons who did have Bs 3.

Apart from that I like it, moves as infantry no?


Fire-Link:

His T is too high, not even Inquisitor Lord Corteaz have T4.

No Inquisitoial retinue? Seems a bit weird for an Inquisitor if he can't have them.

The force halberd, is it a nemesis or just a force weapon? If a nemesis weapon I suggest skipping it, both for game and fluff reasons.

All he needs is a points value.



I feel like a complainer... D':
PostPosted: Tue Dec 09, 2008 4:06 am


Quote:
His T is too high, not even Inquisitor Lord Corteaz have T4.

No Inquisitoial retinue? Seems a bit weird for an Inquisitor if he can't have them.

The force halberd, is it a nemesis or just a force weapon? If a nemesis weapon I suggest skipping it, both for game and fluff reasons.

All he needs is a points value.


it is a normal force halberd. i forgot the retinue, and i will drop the T now, as to the points value, what do you think is fair for him? being a special character and all

::EDIT::
what do you think of the model?

Darkweaver66

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Shinobi_8745

PostPosted: Tue Dec 09, 2008 5:40 am


I like the lack of marine powerpack, that's a big plus, but it's mostly the shoulder pads that do make him seem "marine" and a suggestion is to add more bling (=I= marks and skulls, they'z be pimp yo!).

Otherwise the models looks more like any space marine out there than an Inquisitor to be honest, I have never been too fond of marine-based Inquisitors, but it works.



I don't know what to say about the point costs, see what it costs to give a normal =I= lord those stuff, then add points for increased stats (like 15 for each stat higher than a normal =I= lord) and points for the swordsman rule he have.
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