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Ferrata

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Just had a quick peek down in the Homegrown Rules forum and I noticed there is a number of thread popping up for characters from the Gauntlet challenge. I don’t want to flood that forum with small, simple threads that could be grouped into one. If you want to have your own individual thread for character development, then it is fine to post one in the Homegrown Rules forum. However, I know that forum can be a little slow, especially for smaller pieces of work so we are going to have a dedicated thread here so people can give feedback. Hopefully, one or two characters will not dominate the show and people will give feedback to multiple characters at once.

 

Enjoy, Ferrata

I'll start things off, then. This is what I came up with for my chapter master; he's designed to be used as part of a Codex: Blood Angels army. I've only play-tested it once and it was an Apocalypse game... he got vortex-grenaded before doing anything. Still have to test him out, but I'm starting to feel like I want a revision.

 

HQ: Malkavius Ventrue, Chapter Master of the Angels Incarnadine

245 points

 

WS6 BS5 S4 T4 W3 I4 A4 LD10 SV2+

 

Wargear:

Artificer armor, frag and krak grenades, Iron Halo, jump pack, Pheresus pistol, Sanguis Dominatus.

 

Pheresus pistol: A relic from the earliest days of the Angels Incarnadine, the Pheresus pistol has been passed down from chapter master to chapter master. The Pheresus pistol is a bolt pistol, and may be fired once per game as a plasma pistol instead.

 

Sanguis Dominatus: A gift from the Blood Angels themselves, the Sanguis Dominatus is an ancient, massive, and powerful symbol of authority. It is a master-crafted thunder hammer. Invulnerable saves taken against wounds caused by the Sanguis Dominatus are at a -1 penalty.

 

Special Rules:

Descent of Angels, Fearless, Feel No Pain, Furious Charge, Independent Character, Master of the Black Eleventh, Rage of Angels, Relentless, Thinned Blood.

 

Master of the Black Eleventh: In an army that includes Ventrue, any Death Company units are scoring units and gain the Combat Squad special rule.

 

Rage of Angels: Ventrue and any unit he is with are subject to the Rage universal special rule. At the beginning of each Movement phase where Ventrue is on the table, make a Leadership test on 3D6. If the test is successful, Ventrue and any unit he is with may move normally that turn, ignoring the effects of Rage. If failed, they must end their move closer to the nearest visible enemy unit as usual.

 

Thinned Blood: During deployment, one random unit in your army with the Red Thirst special rule automatically succumbs to the Red Thirst.

Okay, I don't have the BA codex so I can only compare this to C:SM special characters (and more specifically, Calgar)

 

Venture is cheaper than Calgar

Venture has WS7 (to be honest, this needs to be dropped down to 6 in line with most other SM characters)

Venture has a Jump Pack

Venture has one more attack

 

Now, for the Special Rules/Equipment:

 

Combi-Plasma Pistol is fine (a nice idea)

The Thunder Hammer is a little complicated, I would reduce its affects and simplify it - you are getting to Warhammer complexity with it :HQ:

Having a Thunder Hammer really counters the one down side of the stats of this character (lower I)

Master of B 11: Not too bad - not sure about scoring Death Company. I might reduce this to the Death Company squad he is with.

Rage of Angels again is a little complicated. I'm not sure how powerful this is going to be - I can move or I get rage ;)

Thinned Blood, nice and simple. Not sure how Red Thirst works in this edition so I'm not sure how much of a penalty it is.

 

Overall, some nice ideas but a little on the powerful side for his points. I would drop his stats down to a more normal level, although an extra attack could be brought at a cost such as a removal of a wound as he does have Feel No Pain. I would tone down the hammer and make it simplier. Depending on what you want it to do, either make it a Thunder Hammer that ignores Invulnerable Saves but not Armour Saves or make it re-roll 1's. I would drop Rage of Angels.

Okay, I don't have the BA codex so I can only compare this to C:SM special characters (and more specifically, Calgar)

 

Whoops, forgot to specify Codex in my post. I'm glad it was still clear enough, though I do think I'll edit that back in.

 

Venture is cheaper than Calgar

Venture has WS7 (to be honest, this needs to be dropped down to 6 in line with most other SM characters)

Venture has a Jump Pack

Venture has one more attack

 

I don't know C:SM very well, oddly enough, so we're on opposite divides. I'll explain my rationale, at least, but I've never tried to write rules so I'll err on the side of "I'm probably wrong."

 

The Blood Angels Codex has two representative Chapter Masters—Dante and Seth. They have identical statlines, except Dante is I6 and Seth is I5. I decided that must be the "Sanguinian Chapter Master" statline, and used that. Then I noted that a Death Company marine has 1 more WS and Attack than a regular Marine, and Death Company Tycho has 1 more WS and Attack than Captain Tycho (giving him WS7 with a fisty-type weapon). Since Ventrue is supposed to be a Death Company Chapter Master according to my fluff, I gave him the +1 WS and A too... then dropped his I down lower than the stats he was based on to try and tone it down. But yeah, looking at him, A5 is probably too much.

 

As for points cost, again I compared him to the other BA special characters for reference. (My hope is that the final version of his rules will fit more or less seamlessly, as though the AI were a "real" successor chapter.) He's more expensive than Dante and Astorath but less expensive than Sanguinor or Mephiston, so I do feel he's somewhere in the right ball-park. I don't know how much C:SM characters cost for comparison's sake.

 

Now, for the Special Rules/Equipment:

 

Combi-Plasma Pistol is fine (a nice idea)

 

I like the idea of a combi-pistol, but seeing as he has a Thunder Hammer I'm wondering if it wouldn't just be simpler to give him an ordinary combi-plasma. He already has Relentless (as do all Death Company models/characters), but right now it's not actually doing anything (though it doesn't do anything for Lemartes either, but hey). It'd extend his threat range, but also mean less made-up rules over-all.

 

The Thunder Hammer is a little complicated, I would reduce its affects and simplify it - you are getting to Warhammer complexity with it :)

 

Having a Thunder Hammer really counters the one down side of the stats of this character (lower I)

The Thunder Hammer's rules are really just a big "I'm More Used To Warhammer Fantasy" sign, almost purposefully so. :D I could just make it Master Crafted and have it give re-rolls to wound to simplify it. It'd be more what I was going for, but use rules everyone's already used to instead of trying to make up some. (Hey, I'm getting the hang of this rules thing.)

 

Like I said, though, it's supposed to be a WHFBish weapon, which is why I gave it the save-reducing ability. Reduced saves are part of life in That Other Game, and I always forget not to do that in 40k. I'm getting used to 40k by now, but when I started, I made a lot of Fantasy-fied mistakes. "I charged means I get to attack first and ignore initiative, right?" So yeah—going for that a bit. If it's bad form, though, easily dropped. It's not like making fan-characters is a high-pressure situation or anything.

 

Master of B 11: Not too bad - not sure about scoring Death Company. I might reduce this to the Death Company squad he is with.

Rage of Angels again is a little complicated. I'm not sure how powerful this is going to be - I can move or I get rage :D

Thinned Blood, nice and simple. Not sure how Red Thirst works in this edition so I'm not sure how much of a penalty it is.

 

Okay, so more in-depth Blood Angelly stuff here.

 

As is, Ventrue allows a Death Company unit to be a scoring unit. I based this on what I believe is fairly standard practice for special HQs these days, making a non-scoring, non-Troops unit into scoring and/or Troops. And while his rule does say "any Death Company units," he doesn't remove the 0-1 restriction on Death Company. In theory he could be used together with Astorath, I guess, but that just makes a silly and bad list idea less of an auto-lose. Scoring DC aren't broken IMO, as they all have Rage and so would generally be forced to move off an objective anyway, unless you block line-of-sight somehow.

 

Seeing as DC can no longer mitigate Rage with a Chaplain, I wanted to make them a bit more controllable, but my friends and I agreed that ignoring Rage completely was a bit much. One of them proposed a Leadership check to let them move as normal, and I decided that it'd be more fun if the check got harder as the game went on. Then another friend asked if he had a Death Company Honor Guard, and the idea that he might give Rage to a unit that didn't have it before (as if they fell to the Black Rage mid-game) was added in. In practice, it's easy, but I couldn't come up with a way to word it that doesn't sound incredibly complicated. But the idea is, it counter-acts the Death Company's Rage... for a while.

 

 

Red Thirst is a check during deployment. On a roll of a 1 on a D6, the unit loses ATSKNF and gains Fearless and Furious Charge instead.

 

Overall, some nice ideas but a little on the powerful side for his points. I would drop his stats down to a more normal level, although an extra attack could be brought at a cost such as a removal of a wound as he does have Feel No Pain. I would tone down the hammer and make it simplier. Depending on what you want it to do, either make it a Thunder Hammer that ignores Invulnerable Saves but not Armour Saves or make it re-roll 1's. I would drop Rage of Angels.

All taken into consideration. Thanks a ton for the input!

Here goes the first my characters...

Clan Chief Bareknife, the Black Wolf, Herald of the Hunt

225 Points

gallery_48251_4884_59890.jpg
Clan Chief Bareknife, the Black Wolf, Herald of the Hunt

Chief Bareknife has carved a turbulent saga for himself. He has been a Hound for 250 years. His vision quest was marked by the Black Wolf, strongest and most war-like of the seven mentor wolves. His vision quest ended with the Black Wolf being consumed by a tide of green. This is thought to be an ill omen for the second clan. He leads the Black Wolf Clan which is roughly equivalent to the Second Company in a Codex Chapter. He also has the honorific of Herald of the Hunt which is similar to the title Master of the Marches in other Chapters.

Clan Chief Bareknife is most famous for a decisive strike against a congealing WAARGH two systems from Eametanene. His Stalker Pack had spent weeks tracking the War Boss ‘Eadunter. Bareknife slew over 120 xenos taking these scalps for his honor before meeting War Boss ‘Eadunter in single combat. He crippled the enormous Ork before shattering the War Boss’s spine. He took the two foot topknot from the body and added it to his personal Bowlance. This trophy is borne to war to this day as a testament to his honor.

As the Herald of the Hunt, he has had the most experience fighting alongside other Chapters. He has many blood brothers amongst the Ultramarines, White Scars and the Space Wolves. He has seen Holy Terra from the command bridge of the ancient Fatalstrike.

When on the surface of the Mother he resides in the Lodge of the Black Wolf with the Bowlance Pack that bears his honor. As a Clan Chief he is a member of the High Hunt, the ruling council of the Hounds of the Hunt.

When he goes to war he bears the ancient Clan axe, Preycrusher, which belonged to the original Black Wolf. He also carries his Medicine Shield. It bears his personal heraldry and was forged by his own hands. The shield bears his faith and has saved him from several violent deaths.

The Black Wolf

Chief Bareknife6544353102+

Wargear:

Artificer armor, Bolt pistol, Frag and Krak grenades, Bareknife Medicine shield, Clan axe Preycrusher

Bareknife Medicine shield- The iron ring of the Medicine shield incorporates an energy field. The belief and effort applied in the crafting of the Medicine shield by its owner affords a measure of psychic protection. Grants a 4+ invulnerable save. (Iron Halo)

Clan axe Preycrusher- This ornate clan axe functions as a one-handed Relic Blade. Also may be used as a short ranged weapon with the following profile

Range- 6" Strength- 6 AP- 4 Type- Assault 1

Once thrown the weapon can no longer be used during that game.

Special Rules:

And They Shall Know No Fear, Independent Character, Acute Senses, Master of the Hunt, Honor Guard

Honor Guard- May take a Pack of Bowlancers. If a Bowlancer Pack is taken it must contain a Clan Standard

Tell me what you think <_<

 

Edited: Azul was right lol I went a wee bit overboard

Edit 5/17/10: Complete Retool - I decided the old one was unimaginative so Ive thought up some new stuff.

 

Knights of Shadowfury

Captain of the House Tan'Em ??? pts

 

Knight of the Fade

The Gre'cryss5644352103+

 

Unit Type:

-Infantry

 

Wargear:

- Power Armor, Frag and Krak Grenades, Bolt Pistol, Ka'tar sword (Counts as a CC Weapon), Eye of Dreams, Shield of House Tan'em, Fade Cloak

 

Special Rules:

- And They Shall Know No Fear, Independent Character, Acute Senses, Counter Attack, Chapter Tactics - The Specialist

 

Eye of Dreams This is a rifle procured by the Gre'Cryss on one of his many long missions. The Long-Rifle has the following stats and rules – Range 36”, S6, AP 4, Pinning, Heavy 2.

 

Shield of House Tan'em An ornate shield gifted to the captain of the Tan'em House, it confers a +4 invulnerability save to its bearer.

 

Mirage Cloak Close up it is an ordinary looking cloak with a slight shimmer but at a range the Gre'Cryss begins to fade into his surroundings. Any wound caused upon the Gre'Cryss by a ranged weapon of more than 6" away in cover and 12" on open field from the Sha'Cryss resolves the armor save at a 2+. The save represents the difficulty of actually hitting the Sha'Cryss as he moves across the battle field.

 

The Specialist - All Heavy Bolters and Missile Launchers count as twin linked

 

If the Gre'Cryss chooses he may lead a scout squad, if not then he may only be an independent character and cannot lead a command squad. If he chooses to do so he also gains Scouts, Infiltrate and Move Through Cover special rules but looses The Specialist chapter tactic rules.

 

Anyone have recommendations on a points cost...im thinking in the 200 range. Never going to play with these rules anyway just want the appropriate points cost.

 

Second Hero

 

Grand Adept Maliathu 220 pts

 

Venerable Libarian Dreadnought

Grand Adept Maliathu556 (10)4213121010

 

Unit Composition:

- 1 Ancient Dreadnought

 

Unit Type:

- Walker

 

Equipment:

- Right Arm with Dreadnought Force Weapon, Left Arm Twin-Linked Heavy Bolter, Search light, Smoke launchers, Psychic hood

 

Special Rules:

- Independent Character, Psyker, Venerable

 

Ill post my other character and fluff here too after I finish it all up. Cheers!

Madolf Shadowmane: A quick look through makes me assume that you use the Space Wolf Codex. Let's do some quick number crunching.

 

*computes using Codex: Space Wolves equivalent equipment costs with slight modification for Unique Equipment*

 

That's just about 170 points, just with the equipment. Pretty fair I think.

 

 

Captain Nightengel: I think your character is a wee bit underpriced. For one, he has a +1 to his BS, which was something even I didn't do for my Chapter Master. ^^;

 

Let's do some math a bit on his equipment, shall we?

 

*computes using Codex: Space Wolves equivalent equipment costs with slight modification for Unique Equipment*

 

That's already 215 points, and we haven't even taken into account the Abilities. He has two USRs aside from ATSKNF (I'm guessing you're using Space Wolves too?), but he ALSO has an alternative Command Squad of sorts (Scouts), AND he gains the USRs associated with them instead of the whole squad losing them (Scout, Infiltrate).

 

Yeah. Should definitely be costlier than 215 points, at least. Nevermind the unexplained +1 BS.

Humm I see your point. I was looking at the characters in the regular SM codex...got a tad carried away, also forgot to reduce the WS (I hate tables coding!)...fun fun fun.

 

Looking at SM Heros - He'Stan - MC Relic Blade 45 pts, Digital Weps +10, +15 Artificer Armor, Heavy Flamer lets say 20 pts. So 190 without his special abilities...humm

 

Well it is a WIP I guess :P

That's the frustrating part about the Special Characters in Codex: Space Marines -- they're far cheaper than they should be if you add up the cost of their equipment, and they give army-wide Rules. You're basically trading in the ability to customize wargear (the only advantage Vanilla Templates have) for Army abilities.

How do you do those cool tables? Anyways...

 

Bareknife Medicine shield- The iron ring of the Medicine shield incorporates an energy field. The belief and effort applied in the crafting of the Medicine shield by its owner affords a measure of psychic protection. Grants a 4+ invulnerable save and a 6+ psychic save.

What's a psychic save? Is it a rule I don't know? Does it mean that you have a 6+ save against any wound caused by a psychic attack targeting this character? Or does it mean that on a roll of a 6, a psychic power is shut down like by a psychic hood? If the latter, what's the range on it, and does it have to specifically target this model and it's unit, or can it be directed somewhere else?

Lord Icarus, Reaper-Consul of the Solemnitas Company Points: 245

 

The Reaper-Consul

Lord Icarus6556433See special rules2+/4+

 

Wargear:

Munimenta Solemnitas, Scythe Pestilentiam, Skull Mask , Mark of Nurgle (included in profile)

 

Munimenta Solemnitas- Originally made by the Tech-Adepts of Mars for Captain Icarus Messor, it was retained by him when he devoted himself to Nurgle. Bound with arcane sigils and slicked with hardened pus and leaking ichorous fluid. This ancient suits gives Lord Icarus a 2+ armour save and the Feel No Pain special rule.

 

Scythe Pestilentiam- Covered in pus and poison, this gift of Nurgle is anathema to living flesh. Hits from the Scythe pestilentiam have the Rending special rule.

 

Skull Mask- Enemies in base-to-base contact with Lord Icarus suffer a -1 modifier to their leadership.

 

Special Rules:

Implacable Reaper, The Blight, Formaldehyde Blood

 

Implacable Reaper- Lord Icarus does not fall back, and is never pinned. In addition, attacks that use Leadership to calculate damage have no effect on him.

 

The Blight- Icarus is infected with the same decomposing disease as his subordinates. He has the Slow and Purposeful special rule. In addition, Lord Icarus may never have a better to hit roll than 4+, even if facing a less skilled enemy. He may also never have to roll less than 4+ to wound, even if it would normally be less.

 

Attr Lord Icarus

'And Capulus's spirit, raging for revenge,

With Ate by his side come hot from hell,

Shall in these confines with a reaper's voice

Cry "Havoc!" and let slip the dogs of war,

That this foul deed shall smell above the earth

With carrion men, groaning for burial.'

 

Formaldehyde Blood- Due to the effects of the Blight, Icarus has no need of conventional blood. However, to mitigate the effects of the disease, he has replaced his blood with formaldehyde. Highly flammable formaldehyde. Any enemy model that causes a wound upon Lord Icarus in close combat suffers a S3 AP- hit on a D6 roll of 4+.

 

Original IA can be found here: IA: The Solemnitas Company

 

EDIT: Replaced Plagued with the Formaldehyde Blood special rule.

 

EDIT: Added Apothete's critques.

 

EDIT: Added Ferrata's critques.

Psh, let's not go there. :( I'm still a little annoyed Vanilla Codex CMs get Orbital Bombardment instead of something similar to the SW Sagas.

 

Back tot he topic, I think an introduction saying "I used Codex: Space Marines" or "I used Codex: Space Wolves" can dispel some confusion, at least with regards to Innate Skills/USR the Character starts with, as well as the Wargear options open to him. Plus it would make points-costing, at least Equipment-wise, easier.

Lords of Shadow first character, for SM codex (not BA or SW).

 

 

The Forgiven

 

Stats - same as a Wolf Lord.

 

Wargear - Artificer Armour, Iron Halo, Hands of the Forgiven

 

Hands of the Forgiven - By earning his place as Chapter Master, he has been forgiven of his father's sins without having died for it. The symbol of this is the Hands of the Forgiven, which count as Master Crafted Lightning Claws which add D6 attacks. This is cumulative to bonus attacks when charging, being in the presence of Pedro Kantor, etc

 

Special Rules - Orbital Bombardment, Emperor's Blessing, Forgiven, Master of Stealth

 

Emperor's Blessing - By earning his place as Chapter Master, the Forgiven has shown clear proof that the Emperor is protecting him. The Forgiven has a 4+ invulnerable save.

 

Forgiven - Having been Forgiven in life, not death, the Forgiven is an inspiration to all Lords of Shadow, a symbol of what they could be in life and what they will be in death. All friendly units within 12 inches of the Forgiven are fearless.

 

Master of Stealth - The road to forgiveness is long and hard, and most of it is practicing the Lords of Shadow's preferred method of war - that is to say, using stealth and terror tactics. The Forgiven may choose to be be armed with a Jump Pack or given the Outflank Special Rule. He may not choose both.

 

I am looking for a point cost for this beasty.

 

This is for the Wraiths of Darkness, the Spectre of Death who terrorizes the enemy. Chaos Marine Codex.

 

Spectre of Death

 

Unit Comp. - 1 (unique).

 

Wargear - Mockery, Twisted Crozius, Dark Aquila

 

Mockery - This suit of power armour is adorned with twisted icons of Imperial faith, most evident of which the leering skull helmet stolen from a Chaplain's corpse. This completely demoralizes Imperial forces, causing terror as a cruel harbinger of death. All Imperial units who can draw a line of sight to the Spectre suffer a - 3 leadership modifier, and Fearless unit must take Morale tests (at Leadership 9 ).

 

It also counts as a normal suit of power armour.

 

Twisted Crozius - Power Weapon that reduces the WS of an attacking squad/model by 1.

 

Dark Aquila - This can either make him untouchable (may not be targetted, and ignores templates) but also cannot attack, or it may grant him a 4+ invulnerable save at the loss of the special rule generated by Mockery.

 

Special Rules - Fearless, Feel no Pain, Independent Character, Gateway of Infinity (from Codex - Space Marines Librarian entry).

 

Again, looking for a point cost.

I think a certain attempt to keep in with 40k style rules should be attempted. Fantasy is a lot easier to come up with fancy weapons/affects because of the modifiers, whilst in 40k land we like it simplier :)

 

I'm not up-to-date on my codexes, but I can't think of anything that reduces the enemies something (bar Choppas).

 

This completely demoralizes Imperial forces, causing terror as a cruel harbinger of death. All Imperial units who can draw a line of sight to the Spectre suffer a - 3 leadership modifier, and Fearless unit must take Morale tests (at Leadership 9 ).

This is too powerful in my opinion. Line of Sight means anyone who can shoot at him, -3 leadership will crush Imperial Guard armies. It might make more sense for those who are base contact with him to have a reduction in Leadership. Or at least have a massive downside to the armour, like he is hated by all Imperial forces.

Lord Icarus I'm not sold on toughness 7. Again, I can't compare it to other Chaos units, but I'm thinking toughness 7 is up there with a Greater Daemons? Maybe make it 6.

 

I'm not sure about the plagued rules, again I'm not a massive fan of modifiers in 40k. Maybe something like he can force one reroll per turn :lol:

This completely demoralizes Imperial forces, causing terror as a cruel harbinger of death. All Imperial units who can draw a line of sight to the Spectre suffer a - 3 leadership modifier, and Fearless unit must take Morale tests (at Leadership 9 ).

This is too powerful in my opinion. Line of Sight means anyone who can shoot at him, -3 leadership will crush Imperial Guard armies. It might make more sense for those who are base contact with him to have a reduction in Leadership. Or at least have a massive downside to the armour, like he is hated by all Imperial forces.

 

...

 

Hmm... maybe a -1 or -2 with a forced LD test within 6 - 12 inches?

 

He is meant to be extremely terrifying.

Extremely terrifying in a world that contains gigantic alien beasts? I would take the idea of Fantasy Fear as it would work quite well - Enemy units must pass a Leadership test to charge him. Simple, effective and without being too powerful.
Lord Icarus I'm not sold on toughness 7. Again, I can't compare it to other Chaos units, but I'm thinking toughness 7 is up there with a Greater Daemons? Maybe make it 6.

 

I'm not sure about the plagued rules, again I'm not a massive fan of modifiers in 40k. Maybe something like he can force one reroll per turn :lol:

 

What I am trying to go for is a character that can really soak it up, but who is less good at dishing it out. His toughness is going down, to make it equivalent to a normal daemon prince with MoN.

 

I will remove plagued, and alter the points. I'm thinking, -20 for both of them?

 

EDIT: Replaced Plagued with the Formaldehybe Blood special rule.

I am no expert on home made rules, I am just going on gut reaction. It is very easy to get caught up in the idea of making your character really how you see him, but sometimes you have to tone him down for rules.

 

Now, I just need to think how to get raising undead into some simple rules...

I am no expert on home made rules, I am just going on gut reaction. It is very easy to get caught up in the idea of making your character really how you see him, but sometimes you have to tone him down for rules.

 

Now, I just need to think how to get raising undead into some simple rules...

 

How elaborate do you want it? You could just have a psychic shooting attack, or something along the lines of the LotD special character, Centurius (raise one Dammned Legionnaire a turn). Here's some more rules I cooked up a second ago

 

Unit Composition: 1 Brian Blessed Points: 450

 

WS:10 BS:7 S:10 T:10 W:5 I:4 A:4 Ld: Brian Blessed does not run away, nor do silly things such as Pinning affect him Sv: 1+/4+

 

Weapons: Shouting, Axe

 

Shouting: This counts as a blastmaster that Brian Blessed may move and fire with.

 

Axe: Brian Blessed gains an extra 2D6 attacks in close combat (2D6 +1 on the charge)

 

Wargear: Beard

 

Beard: Enemy rolls to hit are at -1, as their arms are caught in Brian's beard, which jiggles with a sentience of its own.

 

Special Rules: Vast Bulk, Intimidating,

 

Vast Bulk: Brian Blessed has a 1+ armour save and a 4+invulnerable save. He is also a monstrous creature.

 

Intimidating: An enemy charged by Brian Blessed must take a leadership test on three dice or have their Initiative reduced to 1 for that turn. Brian Blessed does not care if you are Fearless, or if you are a Tyranid, or whatever. You must still always take the test.

For Brain Blessed, that might be a little under-powered :)

 

I've came up with three possible ways at the moment:

 

First, upgrades to the character like an Inquisitors retinue. You can take upto 6 undead at +x pts each. For each undead taken, roll a D6 on the equipment chart (1 being bad gear, 6 being good). The points will balance out so that sometimes you can get more than you paid for, but sometimes you will get bad stuff.

 

Second, an active rule with everytime he kills somebody under say 18 points, on a roll of 6 he gets an undead (armed with set gear, say a laspistol and combat weapon).

 

Third, they don't count as additional models but add additions onto the character. For example, if he takes a gun-slinging undead, he gains a bolt pistol...

This completely demoralizes Imperial forces, causing terror as a cruel harbinger of death. All Imperial units who can draw a line of sight to the Spectre suffer a - 3 leadership modifier, and Fearless unit must take Morale tests (at Leadership 9 ).

This is too powerful in my opinion. Line of Sight means anyone who can shoot at him, -3 leadership will crush Imperial Guard armies. It might make more sense for those who are base contact with him to have a reduction in Leadership. Or at least have a massive downside to the armour, like he is hated by all Imperial forces.

 

...

 

Hmm... maybe a -1 or -2 with a forced LD test within 6 - 12 inches?

 

He is meant to be extremely terrifying.

I'm with Ferrata here. I speak to everyone, especially myself more than anyone else, when I say:

 

We may be writing rules instead of stories, but given the interplay between fluff and crunch we still have to be careful to avoid being bitten by that old familiar Special Snowflake Syndrome. Let's try and approach our characters with the same cynicism—I mean, helpfulness—as we would anyone else's.

 

In fact: self, what's wrong with you? Black Rage or no Black Rage, there's no way that Ventrue would be more skilled than Dante at swinging a weapon. It's Dante, after all.

 

Ahem.

 

That said, I find it hard to believe that a stolen Chaplain helm would be more terrifying than Carnifexes or Greater Daemons or Abaddon. -3 Leadership? It's really pushing it to ask me to believe that your guy is that scary. Heck, he may have some freaky power armor with messed up Space Marine symbols, but the Codex doesn't say They Shall Know No Fear for nothing. I think most Space Marines should be able to handle such a sight—surely they've seen Chaplains killed before. Many guardsmen might not even know the significance of some of the symbols to realize how desecrated they are... some of them may hate Space Marines anyway and not care. And Inquisitorial forces would just be fired up with rage without even a nervous thought, given what they're used to dealing with every day.

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