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Ferrata

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Agreed, but even in times of Officially Mandated Herohammer like nowadays, we can at least keep our custom heroes on par with the official ones, instead of trying to outdo them.

 

I should update Ventrue with a second draft soon before I look like a hypocrite. :blink:

General criticisms and first-read impressions for each character so far:

 

Plague Angel

 

  1. The name is a little too overt a vampire reference, in that you're using two clans from the old World of Darkness.
  2. Malkavius outdoes Dante or matches him on everything but initiative, where he doesn't suffer thanks to the fact that he's going to be striking last - or near enough - in any case. He also removes the only downside to Death Company besides their cost, which is that they aren't a scoring unit.
  3. The combi-plasma pistol is cool. Kudos on that.
  4. The thunder hammer is needlessly complicated and too powerful.
  5. He's got way, way too many special rules and at least one of them makes no sense. What does Relentless give him when he has no rapid-firing or heavy weapons? Unless this is an attempt to prevent your Death Company from losing the special rule, I'm not seeing where you're going. If that's the reason, then it's a little odd since one of the three Death Company special characters doesn't have it.
  6. The last time I checked, Death Company are a 0-1 choice in the new Codex and thus there's only going to be a single unit for him to be attached to. The wording is a bit odd when you consider that and, as we all know, wording can cause nerdrage when it hits the tabletop and disagreements happen.

 

 

Madwolf Shadowmane

 

  1. You're undercosted on wargear alone. A Wolf Lord with Frost Weapon, Runic Armor, Belt of Russ, and your normal pieces is going to run five points more than your current version and is the closest thing I can find to Bareknife. The stats are basically identical.
  2. Aside from adding the ability to throw and magically return the weapon, which is basically stolen from Arjac's teleporting hammer, what does this character do which makes it different from a Wolf Lord with different names for his office and his wargear?

 

 

Captain Nightengel

 

  1. I'm going to side with those who say that the boosted BS is probably a little much, especially since you've basically given him an S6 sniper rifle that rends and gets to punch armor a lot more than its cousins, along with taking a second shot per round.
  2. He doesn't really suffer in close combat, does he? Sure, there's a slight decrease in WS but he gets the same number of attacks and a power weapon that rerolls.
  3. On top of everything else, Nightengel gets the Space Wolf special abilities and all the benefits of a Codex Captain at the same time, picking up Kor'sarro Khan's rules and an ability from Cato Sicarius at the same time.
  4. He's got the same name as your forum handle.

 

 

Brother Captain Alecto

 

  1. I like a number of your ideas but they're honestly massively undercosted.
  2. Even if we assume that you're starting from a basic Chaos Lord and crossing Codex boundaries in order to get as close as possible to costs from existing wargear, I get at least that price from stuff he's carrying alone. Iron Halos don't exist in the Chaos book, instant-kill weapons are typically balanced by a lack of invulernable saves (see force blades, which is basically what the Pestilentiam invokes), his statline is better than a Lord but less than a Daemon Prince, with options that neither could have.
  3. The armor could be arguable, especially since you're claiming to want lasting power over outright death-dealing.
  4. That claim is just a teensy bit stretched by the fact you've basically given him either a Slaaneshi Blissgiver or a force weapon that will instant-kill.
  5. The fall back test is something in the Blood Angels codex and requires a psychic test, with all the risk that brings, rather than a mere BS 5 shooting attack. The only differences that I see is that you don't mention a range limit and don't have the risk of a Perils roll, which means that you're getting away free on an ability that ought to cost you much of the rest of this character's rules or a lot of points.
  6. Why not just give Icarus And They Shall Know No Fear and call it a day? The effect is similar without him going over the top as badly.
  7. I think the Formaldehyde Blood rule is a bit over the top as well, especially as the character is currently costed.

 

 

Dark Apostle Thirst

 

The Forgiven

  1. You have a loyalist with a rerolling Daemon Weapon that has no drawbacks and is cumulative with outside modifiers. Read that sentence again.
  2. Just on wargear that we know the costs for, you're up to at least 190. Tack on even more for special abilities that have been lifted from other characters...
  3. Even though it's range-limited, the Forgiven rule is excessive and at odds with your claims that the Chapter is based in stealth and terror. A force intended to raid and fade wouldn't stand out in the open against all comers. Also, this tacks on beaucoup points
  4. Jump packs and Outflank are not points equivalent. That's a weird dichotomy to be presenting us with.

 

Spectre of Death

  1. Mockery isn't believable in the slightest in its flavor text right now and is, quite frankly, enormously too far-reaching in its rules. You negate a special rule and then have a costless (no rolls, no chance of failure to activate) line-of-sight ability which could potentially affect every enemy unit on the battlefield.
  2. The Twisted Crozius is going to cost a pretty penny as well, since you're directly changing the statline of your enemies.
  3. Feel no Pain is excessive on a character which is already going to be altering the entire dynamic of the battle merely by having been placed on the table. Why not throw Eternal Warrior and God of War on there as well?
  4. Adding psyker abilities means that his points ought to spike through the roof. I wouldn't allow this character on a table against me for anything less than three hundred points and, even then, I'd be suspicious that he didn't cost enough.

Apothete- The Clan Axe does not return and is not the tank buster that Arjac's hammer is. I wanted a primarily melee weapon that could be thrown in a pinch. Think Native American battle axe. Rules wise I intended him to be more of a vanilla "Captain". The fluff for him is intended to make him stand out.

Well, here’s my first Chararcter, the big guy himself, Talek Varn. Now I’d already decided to use the rules for Logan Grimnar for him, so that’s set and won’t count towards the third IG Challenge but that’s ok as I’m going to try and do all the other bits.

 

However, as part of the fluff writing bit I wanted to write up some justifications for using Logan’s various rules. Hopefully the following is good example of how ‘counts-as’ can be fluffy too!

 

P.S. This is fairly obviously all based on C:SW :)

 

 

 

Talek Varn, Lord of the Iron Gods 275pts

 

http://i225.photobucket.com/albums/dd11/simoncherylm/Iron%20Gods/TV1-1.jpg

 

Talek Varn is the undisputed master of the Solios Nebula. He has proved himself to be an egotistical brute, a megalomaniac with a vicious streak a light year across. How such a flawed individual ever rose to become an Astartes is unknown, as no Chapter has ever stepped forward to accept responsibility for their fallen son. However, he is at the same time a ferocious and skilled warrior, a cunning tactician and a charismatic leader; ruling his little empire with a mixture of respect and fear.

 

Talek Varn

Varn6544355102+

 

Wargear:

 

Power fist with built-in Storm Bolter

 

Armour of Kings: Varn’s Tactical Dreadnought Armour is an incredibly ancient relic, a treasure of unknown origin, and it is claimed to render the mighty Lord almost immune to any attack. It is even said by some that the suit contains a powerful aegis field generator that can protect both Varn and those around him from the trickery of the warp.

(TDA, Belt of Russ, Wolf Tail Talisman, Eternal Warrior)

 

Butcher’s Blade: (Frost Axe)

 

Special Rules:

 

And They Shall Know No Fear

Independent Character

 

Master of Battle:

Talek Varn is a consummate warrior, equally skilled and deadly with Bolt, Fist or Blade. (Acute Senses, Counter-attack, Wolf Tooth Necklace. Further, Varn may allocate his close combat attacks as he sees fit between his Power Fist and the Butcher’s Blade.)

However, it is not only his physical prowess that makes him so capable a commander. Regardless of his origins, it is clear that Varn is a master tactician, and has successfully led Astartes forces in countless theatres of war, using whatever strategems are necessary to achieve victory.

(The High King)

 

Inspired Madness

”You are Gods on a field of mortal

men, spill their blood for me and receive

glory unending! Now charge or

I’ll gut you all myself…

attributed to Talek Varn
The Lord of the Iron Gods is an inspirational figure, motivating his followers with a wild combination of threats and promises, simultaneously persuading and intimidating his troops to carry out his cruel commands.

(Living Legend)

 

Tyrant of the Solios Nebula:

Like most megalomaniacs, Talek Varn is utterly convinced of the rightness of his every action. This self belief makes it almost impossible for an enemy to force Varn to fall back, and his confidence is infectious to those of his followers fighting beside him.

(Stubborn, Saga of Majesty)

A Dark Angel Successor Chapter

 

Master Gabriel Macleod

Master of the 1st Co. Angels of the Storm

 

Master Gabriel is a warrior inflitching loyality and honour. He when was scout he faced a chaos Champion in close combat that last for hours neither yielded to the other. On the final hour the Champion makes a fatal mistake left himself open to attack. Gabriel saw an opening and stuck the final blow to kill the champion. Interragator-Chaplain Isiah upon seeing this battle asked the Inner Circle for his membership to the Deathwing. Inner Circle delibrated for weeks it was unheard of a scout become a member. Isiah had argue for his membership and he would take him under his watchful eye. Inner Circle granted his request. Gabriel served with honour and quickly rose threw the ranks. its was until the death of Master Ian Macblyth the Inner Circle promoted him Master of the Deathwing. He has been in commnad of the 1st Co.(deathwing) for some two centuries. He has search far and wide for the Fallen. His decree is that the Fallen are given no quarter, those that unlucky not to die are given over to the Interragator Chplains for Trial of Repentence.

 

http://i644.photobucket.com/albums/uu168/Khaine_01/Picture024.jpg

 

Ws Bs S T W I A Ld Sv Points

6 5 4 4 3 5 4 10 2+ 200

 

Special Rules

Fearless

Independent Character

Rites of Battle

Master of the Deathwing: may take Deathwing as troops.

 

Wargear

Armor of the Evangelic: It an ancient suit of tactical dreadnought armor by an artificer of unknown origin, it one of the most plain looking suits, it is not ornate as other suits, but still honored as ancient relic. and given to those who are worthy dawning the suit.

 

Evangelic Wrath: This is a master-crafted storm bolter

 

Sword of the Evangelic: The sword is of ancient origins dating to the founding of the Chapter. It is one of the most honored relics few are granted the privilege to weld in battle. This is a master-crafted power weapon that strikes at strength 6.

More sensible than the previous submissions, but I have a feeling that this time the character was over-priced. The only Force Organization change he does, after all, is make Deathwing a Troops choice (which Belial does too). I assume he keeps his Iron Halo?
Apothete- The Clan Axe does not return and is not the tank buster that Arjac's hammer is. I wanted a primarily melee weapon that could be thrown in a pinch. Think Native American battle axe. Rules wise I intended him to be more of a vanilla "Captain". The fluff for him is intended to make him stand out.

 

If it doesn't return then how is the weapon ranged?

 

Much more interesting to me would be hearing how a character with essentially no description other than some changed terms is supposed to be something where "the fluff for him is intended to make him stand out." You don't tell us that it has any kind of integral gun, odd physical property, or anything else which would make it seem like the axe isn't being thrown. That's the logical assumption.

General criticisms and first-read impressions for each character so far:

 

Plague Angel

 

 

The name is a little too overt a vampire reference, in that you're using two clans from the old World of Darkness.

 

Hooray, someone finally noticed.

 

Malkavius outdoes Dante or matches him on everything but initiative, where he doesn't suffer thanks to the fact that he's going to be striking last - or near enough - in any case. He also removes the only downside to Death Company besides their cost, which is that they aren't a scoring unit.

 

The thunder hammer is needlessly complicated and too powerful.

The stats being too high and the hammer being too complicated is certainly the consensus, and even I agree after a little thought. Though do you really think that the only downside to Death Company is them not being scoring? Well, I guess this isn't the place to discuss that.

 

He's got way, way too many special rules and at least one of them makes no sense. What does Relentless give him when he has no rapid-firing or heavy weapons? Unless this is an attempt to prevent your Death Company from losing the special rule, I'm not seeing where you're going. If that's the reason, then it's a little odd since one of the three Death Company special characters doesn't have it.

I'm just trying to be consistent with the parent codex, in which falling to the Black Rage = having Feel No Pain, Fearless, and Relentless. These are the special rules that Death Company, Tycho Death Company version, and Lemartes all have in common. (There isn't a third Death Company special character.) Lemartes has a useless Relentless as well, being only equipped with a bolt pistol; I wanted to make sure that my Black Rage chapter master would have all the same special rules that the other Black Rage units in the codex have.

 

The last time I checked, Death Company are a 0-1 choice in the new Codex and thus there's only going to be a single unit for him to be attached to. The wording is a bit odd when you consider that and, as we all know, wording can cause nerdrage when it hits the tabletop and disagreements happen.

I disagree. Death Company are a 0-1 choice, and nothing in Ventrue's rules says that restriction is removed. But you do have two HQ slots available in a standard mission, so it's conceivably possible that Ventrue and Astorath would be taken in the same list. (I don't think I'd do that as it'd be awfully expensive, and I have no idea who'd field Ventrue besides me, but hey it's still possible.) So while you will generally only have the one DC unit to put Ventrue in, it's still possible to have two or more in your army under the right circumstances.

 

 

Everyone likes the pistol, but I really am considering just making it a combi-plasma. Or ripping off Tycho and making it a combi-plasma with the Sternguard ammo. Thoughts?

 

EDIT: Just want to say I appreciate how tough everyone's being on my guy. About to revise him into a second draft now. Thanks everyone!

 

EDIT2: Okay, original post modified. Stats decreased, points increased, rules hopefully simplified.

Hooray, someone finally noticed.

 

If you'd manage to work in something about Elysium, it'd have been funnier.

 

Though do you really think that the only downside to Death Company is them not being scoring? Well, I guess this isn't the place to discuss that.

 

I do and it's arguable that this would be the place to discuss, since your character has a rule which affects them.

 

I'm just trying to be consistent with the parent codex, in which falling to the Black Rage = having Feel No Pain, Fearless, and Relentless. These are the special rules that Death Company, Tycho Death Company version, and Lemartes all have in common. (There isn't a third Death Company special character.) Lemartes has a useless Relentless as well, being only equipped with a bolt pistol; I wanted to make sure that my Black Rage chapter master would have all the same special rules that the other Black Rage units in the codex have.

 

That's why I said what I did in the previous critique.

 

The special characters who have Feel No Pain, Fearless, and Relentless are Death Company Tycho and Lemartes, while Astorath does not despite his being the one who unlocks having multiple squads. It's for that reason that I count him as being amongst those who have fallen to the Black Rage, even though he personally doesn't. Still, you answered the question largely as I expected you would.

 

I disagree. Death Company are a 0-1 choice, and nothing in Ventrue's rules says that restriction is removed.

 

I see that you've never had a RAW-vs-RAI argument, then.

 

When you said that Ventrue can join a Death Company squad, you left wiggle room that implies there can be more than one. You seem to have dealt with it in the revision, so my objection on that point has been satisfied.

 

Everyone likes the pistol, but I really am considering just making it a combi-plasma. Or ripping off Tycho and making it a combi-plasma with the Sternguard ammo. Thoughts?

 

You could do that.

 

It'd be disappointing since you've proposed the first combi-pistol I've ever heard of, but it's certainly your right to do as you wish with your creation. The newer version looks much better overall, just so you know.

  1. The armor could be arguable, especially since you're claiming to want lasting power over outright death-dealing.
     
    I have changed the 4++ invulnerable to FNP.
 

That claim is just a teensy bit stretched by the fact you've basically given him either a Slaaneshi Blissgiver or a force weapon that will instant-kill.
 
It is now Rending.
 

The fall back test is something in the Blood Angels codex and requires a psychic test, with all the risk that brings, rather than a mere BS 5 shooting attack. The only differences that I see is that you don't mention a range limit and don't have the risk of a Perils roll, which means that you're getting away free on an ability that ought to cost you much of the rest of this character's rules or a lot of points.
 
It is now -1 in b-to-b contact.
 

I think the Formaldehyde Blood rule is a bit over the top as well, especially as the character is currently costed.

Well, it is in the Necron 'dex as Lightning Field, which also applies to the unit the guy is with, for 35 pts. I changed it to on a roll of 4+

 

My addition process goes thus:

 

Statline: 165pts

Armour: 35 pts (20 for artificer, 15 for FNP)

Weapon: 20 pts

Formaldehyde Blood: 20 pts

Implacable: 35 pts

Blight: -35pts.

 

=240 pts

Blight isn't really that much of a negative once you look at it. You can't get lower than 3+ "To Hit" anyway, so the first part of the rule is out. Strength 5 means only Toughness 1,2 and 3 are affected by his rule. Whilst that is going to impare him against Guardsmen, Eldar, T'au etc, against the most common enemy (Marines) it isn't a negative at all. If you changed both rules to 4+, then it affects all WS upto 5 and toughnesses upto 5...an actual negative rule.
Blight isn't really that much of a negative once you look at it. You can't get lower than 3+ "To Hit" anyway, so the first part of the rule is out. Strength 5 means only Toughness 1,2 and 3 are affected by his rule. Whilst that is going to impare him against Guardsmen, Eldar, T'au etc, against the most common enemy (Marines) it isn't a negative at all. If you changed both rules to 4+, then it affects all WS upto 5 and toughnesses upto 5...an actual negative rule.

 

Done. Added a lovely little quotation too

I will post some more feedback on other characters tomorrow, but for now, my attempt.

 

Captain Purah
Purah 6 5 4 4 3 5 4 10 2+

Equipment

Power Armour, Flail of the Keeper, Frag and Krak grenades, Iron Halo

 

Special Rules

And They Shall Know No Fear, Orbital Bombardment, Independent Character

 

Shambling Horde: Purah is surrounded by a shambling horde of the undead who respond to his every will. Armed with a variety of crude weapons they've managed to keep their dying hands clasped around. Count as Auxiliary Grenade Launcher, Defensive Grenades, Digital Weapons and Artificer Armour.

 

Flail of the Keeper: Like all Wings of Death brothers, Purah is a master of the weapon he has decided to devote his life to; his flail. The Flail of the Keeper counts as a Power Weapon that for each model removed due to its last wound being cause by the flail, Purah may make one more attack that also is subject to this rule.

 

Heavy Footsteps: Counter to the teachings of the Wings of Death, Purah favours a more sturdier approach to war. All Sternguard Veteran squads are subject to the Renlentless universal special rule.

 

Points: 225

 

Working Outs: 125 for the Stats, with an additional 55 points for standard equipment (additional attack comes at the cost of a Bolt Pistol - combat the same but slightly worse at shooting). As for the additional rules. Defensive Grenades 10pts, Additional Attacks 15pts, Relentless 20 pts

 

++

 

The idea is that he is really good at being charged and taking down lots of minions, but isn't that great against characters. The wording of the Flail is a little strange, but it basically means if you remove the model due to a wound cause by the Flail, he gets another attack (the flail keeps on going). If he causes a wound to a character that doesn't kill them, it doesn't continue. I was thinking of more complicated rules (strikes first when charged, strikes last when charging) but I think this is easier. I was thinking of his more army based rule, and Renlentless fits the idea he is different to other Wings, slower and more stable. He is rather expensive in comparison to other SM characters, but I think I've attempted to balance him.

 

Random explanation of the Shambling Horder. Grenade Launcher is really to represent a high number of small arms fire that could come from these guys (including a GL), Defensive Grenades represent the difficulty in charging Purah as the undead throw themselves in the way. Digital Weapons represent any weak combat attacks these guys might do. Artificer Armour shows the chance of incoming attacks exploding against them instead of Purah. In short, they don't need models nor a statline, but they are effectively there helping Purah.

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.

It's not that this is a guy with chaplain gear. He has tons of Imperial Icons of faith twisted for Chaos, and he runs around before the battle scaring the living saints out of the army - he appears to be untouchable to them, becoming clearer the closer to death, taking victims and leaving their bodies to be found scant minutes after their screams finally stop.

 

That's why he's so scary - he's already affected their minds before the battle has even started.

Dark Apostle Thirst

 

The Forgiven

  1. You have a loyalist with a rerolling Daemon Weapon that has no drawbacks and is cumulative with outside modifiers. Read that sentence again.
  2. Just on wargear that we know the costs for, you're up to at least 190. Tack on even more for special abilities that have been lifted from other characters...
  3. Even though it's range-limited, the Forgiven rule is excessive and at odds with your claims that the Chapter is based in stealth and terror. A force intended to raid and fade wouldn't stand out in the open against all comers. Also, this tacks on beaucoup points
  4. Jump packs and Outflank are not points equivalent. That's a weird dichotomy to be presenting us with.

 

Spectre of Death

  1. Mockery isn't believable in the slightest in its flavor text right now and is, quite frankly, enormously too far-reaching in its rules. You negate a special rule and then have a costless (no rolls, no chance of failure to activate) line-of-sight ability which could potentially affect every enemy unit on the battlefield.
  2. The Twisted Crozius is going to cost a pretty penny as well, since you're directly changing the statline of your enemies.
  3. Feel no Pain is excessive on a character which is already going to be altering the entire dynamic of the battle merely by having been placed on the table. Why not throw Eternal Warrior and God of War on there as well?
  4. Adding psyker abilities means that his points ought to spike through the roof. I wouldn't allow this character on a table against me for anything less than three hundred points and, even then, I'd be suspicious that he didn't cost enough.

 

Mmm. I'm thinking about this. Give me a day or so to do that; I'll come up with a less powerful alternative.

Here is second of my Characters

 

Ghostmaker Shadow

210 points

 

Ghostmaker Shadow

Ghostmaker Shadow5445242102+

 

Wargear:

Artificer armor, Master-crafted storm bolter w/ hellfire rounds, Crozius, Rosarius, Howling Rage Warhelm

 

Howling Rage Warhelm- Once per game, the controlling player may activate this piece of wargear. All friendly units within 12" gain Furious Charge for one turn.

 

Special Rules:

And They Shall Know No Fear, Independent Character, Acute Senses, Counter Attack, Liturgies of Battle, Honor of the Chapter, Feel No Pain, Honor Guard

 

Comments welcome

My turn :cuss

Chapter: Angels of Shadow

Codex: Dark Angels

 

Captain Kronos Nightshade, Dark Master of the 3rd Company

Points: 180Pts

WS:5 BS:5 S:4 T:4 W:3 I:5 A:3 Ld:10 Sv: 3+/4++

 

Kronos is the youngest of the Chapter's Dark Masters, having been a full Space Marine only three centuries. Of those centuries he has lead the 3rd Company for just over one hundred and thirty years, and yet he hold the respect of which many elder Astartes recieve. He was native of the Chapter homeworld of Invalice, like the Chapter Master himself, and spent a lot of time using a scythe rather than the traditional sword and shield combination of the planet. He say himself as being a reaper, tasked with collecting the souls of those without honour or value. However when Kronos faces an enemy who holds honour with a high regard he will engage them one-on-one is a duel of skill. He has only lost once to an Eldar with black armour who weilded a scythe-like cannon. Upon being granted the mantle of Dark Master of one of the Angels of Shadow's Companies, he was gifted with a new scythe, Darklight. To this day Darklight has claimed many souls of the enemies of Mankind and Kronos has lead the Company with much honour and victory.

 

Wargear:

-Power Armour

-Iron Halo

-Frag and Krak grenades

-Darklight

-Mortis

 

Darklight: A Master-crafted power weapon

Mortis: A bolter that fires with the following profile: R:24" Type: Assault 1

 

Special Rules:

-Fearless

-Independant Character

-Rites of Battle

-Last of a Bloodline

-Knight of Invalice

 

Last of a Bloodline: Kronos leads only the most dangerous missions and knows that to put the Chapter's recruits in that would be folly. If Kronos is in the army, no Scouts may be taken.

Knight of Invalice: Having been a Knight of his homeworld, Kronos has taken many of the ideals and lessons into the Chapter with him. Instead of a Command Squad, a squad of Veterans may be taken with all the options of a command squad. This squad is effectively a Veteran Squad that may include a Standard Bearer, a Company Champion and a Apothecary.

Here is second of my Characters

 

Ghostmaker Shadow

210 points

 

 

Wargear:

Artificer armor, Master-crafted storm bolter w/ hellfire rounds, Crozius, Rosarius, Howling Rage Warhelm

 

Howling Rage Warhelm- Once per game, the controlling player may activate this piece of wargear. All friendly units within 12" gain Furious Charge for one turn.

 

Special Rules:

And They Shall Know No Fear, Independent Character, Acute Senses, Counter Attack, Liturgies of Battle, Honor of the Chapter, Feel No Pain, Honor Guard

 

Comments welcome

 

 

Is there a theme for any of this stuff? Chaplain Cassius has t6 and fnp because (a) he has consistently survived getting blown up and (:cuss he is a robot. Khan conveys outflank and has an instant-kill sword because his entire existence centers around ambushing people and cutting their heads off. Named characters have abilities that all concentrate on representing one thing about their personalities and biographies - aka, their character. Then again, when every character, sword, planet, or ship is called blackwolf nightdancer, nobody can tell tell them apart anyway.

 

Darklight: A Master-crafted power weapon that strikes at strength 5

 

MC relic blade? It is the established thing for blade-of-awesome, and 3rd edition DA invented them, so yeah?

On... the contrary?

 

Why make a special item when there is an official one that works just as well? Vulkan Hestan has one, so can this guy. What's more, Unforgiven characters are like auto-equipped with Sword of Secrets duplicates. It's like using the regular profile, the regular wargear, and giving him one special gun (a... bolter? great). Pedro Kantor is a chapter master, and his thing is the same power fist any sergeant can take

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.

It's not that this is a guy with chaplain gear. He has tons of Imperial Icons of faith twisted for Chaos, and he runs around before the battle scaring the living saints out of the army - he appears to be untouchable to them, becoming clearer the closer to death, taking victims and leaving their bodies to be found scant minutes after their screams finally stop.

 

That's why he's so scary - he's already affected their minds before the battle has even started.

 

Space Marines invade daemon worlds and tainted basilicas all the time. They will not care about a few broken eagles, no matter what you have done to them. A spectre will terrify puny guardsmen, marines will ignore it. Not being able to see them is irrelevant. A marine views an unseen killer as a threat, but is not scared by such a premise.

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.

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.

It's not that this is a guy with chaplain gear. He has tons of Imperial Icons of faith twisted for Chaos, and he runs around before the battle scaring the living saints out of the army - he appears to be untouchable to them, becoming clearer the closer to death, taking victims and leaving their bodies to be found scant minutes after their screams finally stop.

 

That's why he's so scary - he's already affected their minds before the battle has even started.

 

Space Marines invade daemon worlds and tainted basilicas all the time. They will not care about a few broken eagles, no matter what you have done to them. A spectre will terrify puny guardsmen, marines will ignore it. Not being able to see them is irrelevant. A marine views an unseen killer as a threat, but is not scared by such a premise.

 

Um.... wouldn't that work too, the logic being that they know this guy is a threat and if something else is about to attack them they don't want to be hit from both sides, especially because they are unfamiliar with the capabilities of the Spectre?

 

And these aren't a few broken aquilas. This is their symbol of faith perverted to support Chaos; it would be like you were a christain and it was the cross being perverted into a pentagram, but you can tell that it's a cross still. And somehow, it just seems true.

 

This is just an analogy, but it accurately represents what I'm trying to say.

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