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Create a Hero... realistically


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I know there is a separate area specifically for creating your own, made up armies/units/characters, but I am curious to see what Unique Character SW members here would add to the Codex if they could.

 

Here are the parameters:

-Only one Unique character who fits in with the current Codex: Space Wolves

-Must be in line with SW Fluff and playstyle

-Must be competitive and realistic (i.e. realistic points value for the character created, especially compared with other 40K Unique characters).

-Finally, how would you integrate him into your playstyle if he was actually in the SW Codex?

 

So, have at it.... mine is below:

 

Sturm Shadowclaw (one Wolf Scout can be upgraded to Sturm Shadowclaw for +195 points)

 

WS BS S T W I A Ld Sv

5 5 4 4 2 5 3 10 4+

 

Compostion

*1 (Unique)

 

Unit Type

*Infantry

 

Wargear

*Scout Armor

*Frag Grenades

*Melta Bombs

*Wolf Tooth Necklace

*Wolf Tail Talisman

*Saga of the Beastslayer

*Frost Claws

*Banewyrr

 

 

Special Rules

*And they Shall Know No Fear

*Acute Senses

*Counterattack

*Infiltrate

*Move Through Cover

*Scout

*Behind Enemy Lines

*Fierce Ambush

*Uncanny Tactics

 

SPECIAL RULES

Fierce Ambush: Sturm is an exceptional tracker and hunter and can lead his squad to catch even the most wiley prey by surprise. Sturm and any member of his squad have the Fleet and Stealth universal special rules.

 

Uncanny Tactics: Sturm has an unerring sixth sense of exactly when and where to strike, even when operating completely independent of the main Space Wolf Force, always showing up to size the crucial ground at the critical moment. Sturm's Squad counts as Scoring as long as he is alive.

 

WARGEAR

Frost Claws: A specially crafted set of Wolf Claws granted to Sturm as a reward for his singlehandedly tracking down and slaying the "Ravager of Harkenforge," a lone Tyranid Broodlord who terrorized the Adeptus Mechanicus of that Forgeworld for 5 years before Sturm arrived. Frost Claws are Wolf Claws that grant the user +1 Strength.

 

Banewyrr: Sturm's constant companion is a cunning, silent Wolf who moves faster than almost eye can follow and whose senses can track even the faintest trail. Banewyrr is a Fenresian Wolf with the following profile:

 

WS BS S T W I A Ld Sv

5 0 4 4 2 5 4 7 5+

 

All Banewyrr's attacks are Rending and his tracking ability allows Sturm and any member of Sturm's squad to roll 2 dice and select the highest when rolling to Run during the Shooting Phase.

 

-----------

Playstyle - Obviously, if Sturm where in the codex, I would use him and his Scout Squad to harass the enemy rear and, most importantly, size/contest objectives. In particular, I see him being useful for tearing into large, long range shooty units that camp out in Terrain (i.e. IG Blob Squads, Ork Lootas, Tyranid Hive Guards, Broadside Battlesuits, etc.).

 

In terms of fluff/gameplay, I think one of the things missing from the SW force is at least one unit with the ability to Fleet... Sturm fills this role, I believe, and makes his Wolf Scouts that much more dangerous when they come of the edge of the table. Also, I thought Wolf Scouts, being elites with their own unique background, ought to have a "special" character dedicated to them just like Wolf Guard and Bloow Claws.

 

Sturm provides top level Leadership for his Scouts, making them even more capable of operating far from the main Wolf Guard army. I also like the combo Wolf Claws + Frost Blade = Frost Claws... kind of corny, but seems just right for a uniqe SW piece of Wargear :) Finally, having a Scout Squad that counts as Scoring is what really makes Sturm shine in my mind... that combined with Behind Enemy Lines makes a SW commander able to pull some victories out of the jaws of defeat.

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I like the idea in theory,and really do wish our Wolf Scouts were given a Independant character..I think maybe taking away the hit and run. Giving them scoring is an interesting Idea,but It could be a bit overpowering. Maybe if you gave the rule that if they are deployed via infiltrate,the extra time to prepare allows them to count as a scoring unit. This makes them able to sneak in but it isn't overpowering like the behind enemy lines+scoring.
A few gaming partners and I tried interminably to determine "the math" used for Special abilities and other such costs once upon a howling moon. To no avail. THings worked out better when the game Warzone came out though it took some time to break things down correctly. When VOR came out we were on it yet again and had the best success in "the math" project. Whatever the actual permutations of the formulas GW uses is mysterious enough. Even with programs like ArmyBuilder things don't always seem purely consistant. I am aware of the amount of effort involved and credit those folks appropriately for it. They do break things down well per Army. However an absolute "cost price list" that would apply to ALL of the Special Rules and such is just speculative as far as I can tell. FWIW, I've not played much in a long time not gotten terribly into decyphering and disecting the rules and costs. I'm in this mostly for the models and fluff and the creative aspects over the actual gaming these days. I like the idea the OP has presented and I'd like to offer a more knowledgable critique but I don't feel I'm in a position to do so intelligebly. I would however LOVE to model this character one day, SERIOUSLY :ermm:

He's either way overpowered or way to cheap.

 

You've got the following;

 

Scout 'Leader'

+1WS

+1BS

+2A

+1W

+1I

+2LD

 

2x Frost Claws (+1 Strength)

Meltabombs

WTN, WTT

Saga of the Beastslayer

 

And then added even more special skills?! Including some that are just ridiculous, no offence.

 

 

Lose the fleet altogether - if his wolf is a fenrisian wolf then he can't be mounted like a TWM therefore moves at speed of Sturm. Fleet is a no no IMO.

 

You want Frost Claws? So not happy with re roll to hit or wound, you want +1 strength as well hitting at I5? Bit much that TBH, especially considering his WS of 5 and 3 attacks, AND leadership 10.

 

The whole point of scouts is that they are elite and non-scoring. That is a bit unfair I think, like way to unfair.

 

 

Personally, I'd give him everything a standard scout has, twin wolf claws, WTN, WTT, Meltabombs, the fenrisian wolf and bump his leadership up a bit, and give him an extra attack and one other thing, and call it around 80-100pts.

 

If you want it how you wrote, then closer or more than 200pts without doubt.

 

After all, scouts are relatively cheap unit anyway.

Dantak Olvenson The Drunk (One wolf guard may be upgraded to Dantak The Drunk for 195 points)

 

WS BS S T W I A Ld Sv

5 5 5 4 2 4 3 9 +3

 

Compostion

*1 (Unique)

 

Unit Type

*Elite

 

Wargear

*Power Armour

*Frag grenades

*Wolf Tooth Necklace

*Wolf Tail Talisman

*Strykeh

*Kraken Ale

*Saga Of The Bear

 

Special Rules

*And they Shall Know No Fear

*Acute Senses

*Counterattack

*Drunkeness

*Bad Judgement

 

WARGEAR

*Kraken Ale: It is one of the oldest brews on Fenris, One swig will knock any man out. Only a Space Wolf has the gut to withstand a single Stein, anymore and it could lead to serious injuries even death. Gives the user +1 Strength, +1 Initiative and D6 Attacks maybe use only once per game.

 

*Strykeh: Won by Dantak from the great drinking contest after the victory of The Second Great Armageddon War, forged by Russ' own Iron Priests in the years before Russ' mysterious dissapearance. Gives the user +2 attacks when charging.

 

SPECIAL RULES

*Drunkeness: Hence 'The Drunk' in Dantak's name he is always drinking no matter where he is from his millenia old ale barrel passed down from generation to generation for as long as anyone can remeber it was always there. It requires skill to learn to fight while under the influence. All attack made by Dantak and attacks against him are to reroll all successful wounding rolls.

 

* Bad Judgement: Dantak is well known to fight against even the biggest men with no prevail. Any Enemys Dantek fights with double his strength he is immune to instant death. This rule does not effect Dantak when Kraken Ale is used.

 

This guy is very fluffy to the space wolves because we are well known as drinkers hehe. I would like to use this guy against Nids i think that would be fun. This guy in a wolf guard sqd would cause havok against pretty much all opponents use him as like monstrous creature/ hard to kill guy killer hehe i dunno take a look im not good at explaining and such i just wanted to put this guy down so i dunno if this fits in with your rules first time doin it =).

Wolf Lord Dragongaze: 240

 

WS BS S T W I A Ld Sv

6 5 4 4 3 5 4 10 3+

 

Unit Type* Infantry: Unique

 

Unit Compression: 1

 

Equipment

Power Armour

Frost Blade

Plasma Pistol

Frag and Kalk grenaides

 

 

Special Rules

*And they Shall Know No Fear

*Acute Senses

*Counterattack

*Parayzing Pressence

*"I do not suffer the fool!"

*A man of many champions

*Proud Warrior

 

Parayzing Pressece: This charcter projects a terrifying pressence that makes a lesser man freeze in his tracks. During the turn of the assualt in which this charcter has charged, select one moldel in base contact and make him take a leadership test, if failed, the selected cannot make any attacks during this assualt phase. IC charcters may strike at I1 instead, while his pressence is unsettling, as they are of more sturdy charcter.

 

"I do not suffer the fool!": Dragongaze is known for not taking lightly to anyone who challanges his desissions If a moral test is failed, Dragongaze will punch the lights out of one of his companions that even consider retreat a option. Remove one model in the squad in base contact with him to reroll your leadership test, though the second result must be taken, even if it is worse.

 

*A man of many champions: While his great company is not as large as Logan's, he has a great many champions as he believes valour should be rewarded whever it is found. One Unit of wolf guard may be taken as a troops choice.

 

*Proud Warrior: Even for a space wolf, his strong will allows him to presist long enough to take his foe with him in a savage last burst of strength! If this model is defeated, make 3D attacks against the warrior that defeated him, then remove this model from the table.

 

Throughts on this guy? Not sure whether to give him a storm sheild or just assume that this guy wants a say on everything.

Kjarl Killtooth

Kjarl Killtooth
+20 5 4 4 4 1 4 D6 8 3+

One Grey Hunter pack may upgrade one member to Kjarl Killtooth for +100 points

 

Wargear:

Two Close Combat Weapons

Power Armour

 

Special Rules:

Creature of the Land (Counts as Frag Grenades)

Rending

Acute Senses

Counter-Attack

Stubborn (Applies to unit)

Fleet (Only if the rest of the unit is killed off)

In the Company of Wulfen: Mark of the Wulfen may be given to each Pack member for a reduced cost of 10 points. The pack may never joined by any model (Including a Wolf Guard Pack Leader)

Reckless: Kjarl takes his pack and turns them into savage killing machines, with no regard for their own safety. Each turn, roll a dice. On a One, the unit gains Rage and Furious Charge for the rest of the game.

 

 

Options:

Born of the Earth: For +30 points, Kjarl and his unit gains Scout

 

Whaddya think?

Whaddya think?

 

I think he's a bit overpowered with not enough cons to offeset the pros.

Acting like a Blood Claw isn't terrible a good fit for a Grey Hunter - the "Reckless" thing

Adding in Scout is making an individual/unit too "All Purpose" and able to do everything.

Fleet only if the rest of the unit is killed off - to run away or run amok with beserker rage? Combined with "Stubborn"? Will he stay or go? It's just confusing.

 

Interesting combinations but I really think as an upgrade to a squad member this IC is too much of an "Army of One". Wants to be Ragnar Blackmane and a Lone Wolf for 130 points. Most IC's have a particular speciality and not so many rolled into one. Make him a Blood Claw upgrade instead of a Grey Hunter one, more fitting. Drop the Scout add on all together.

 

Two CCW's could be changed to 2 BP's and give him "Rapid Fire" or offered as an option "...if 2 BP's are taken then he gets Rapid Fire" or something like that. Or as another option "...if two bladed weapons are taken he turns into a living Chainsword with Rending" or something that would set him apart from being an a typical Blood Claw. Whether the gunsliger or buzzsaw option he could get an additional +1 attack to set him apart. He gains "rapid Fire" if he's a gunslinger or "Rending" if he's a buzzsaw.

 

ETA: Then readjust his cost.

Whaddya think?

 

I think he's a bit overpowered with not enough cons to offeset the pros.

Acting like a Blood Claw isn't terrible a good fit for a Grey Hunter - the "Reckless" thing

Adding in Scout is making an individual/unit too "All Purpose" and able to do everything.

Fleet only if the rest of the unit is killed off - to run away or run amok with beserker rage? Combined with "Stubborn"? Will he stay or go? It's just confusing.

 

Interesting combinations but I really think as an upgrade to a squad member this IC is too much of an "Army of One". Wants to be Ragnar Blackmane and a Lone Wolf for 130 points. Most IC's have a particular speciality and not so many rolled into one. Make him a Blood Claw upgrade instead of a Grey Hunter one, more fitting. Drop the Scout add on all together.

 

Two CCW's could be changed to 2 BP's and give him "Rapid Fire" or offered as an option "...if 2 BP's are taken then he gets Rapid Fire" or something like that. Or as another option "...if two bladed weapons are taken he turns into a living Chainsword with Rending" or something that would set him apart from being an a typical Blood Claw. Whether the gunsliger or buzzsaw option he could get an additional +1 attack to set him apart. He gains "rapid Fire" if he's a gunslinger or "Rending" if he's a buzzsaw.

 

ETA: Then readjust his cost.

He and his squad are meant to be Wulfen...

 

I was trying to make him seem like a blood-crazed Wulfen that the Space Wolves tolerate, and just point at the enemy and click.

 

Maybe if I up the points and add some cons? Ideas?

how about your standard Thunder Lord

give him the rule: the Master Hunter - when the Lord is on the field, his ability to co-ordinate his pack in a hunt is such that he confers the Operate Behind Enemy Lines rule to all Wolf Guard Battle Leaders on Thunder Wolves and their attached units.

300 points

Hrmm.... Ill give it a shot.

 

Alfasmundr Ingazr.

 

Alfasmundr Ingazr
210 5 4 4 4 2 5 2 10 2+

 

Equipment: Alfasmundr is equiped with Runic Armor, a Plasma Pistol, Runic Claw, Frag and Krak grenades.

 

Special Rules: Master of Runes, ATSKNF, Counter-Attack, Acute Senses, Independant Character.

 

Alfasmundr always knows three Psychic Powers- Tempests Wrath, Murderous Hurricane, Gate*.

 

Runic Claw: Alfasmundr lovingly crafted the runes that empower this lightning claw upon receiving the mantle of Rune Priest during the first war for Armageddon. In addition to the rules for a Runic Weapon it also counts as a Master Crafted lightning claw. This does mean Alfasmundr cannot receive an additional attack for having a pistol as normal.

*See C:SM.

How many points would i have to add to a lord to make my entire army relentless, except long fangs (because that you be ridiculous) because thats all I want for all Space Marines I mean Im a 200 year old genetically enhancrd super soldier, but i cant fire my primary weapon and then charge. Sorry for the rant.

 

I'll add 200 points, sound fair?

How many points would i have to add to a lord to make my entire army relentless, except long fangs (because that you be ridiculous) because thats all I want for all Space Marines I mean Im a 200 year old genetically enhancrd super soldier, but i cant fire my primary weapon and then charge. Sorry for the rant.

 

I'll add 200 points, sound fair?

No.

 

Call it 5pts a model, and an extra 30pts on him to unlock it. 15pts for long fangs.

Frost Fang

 

Cost (Points)

102

 

WS/ 4

BS/ -

S/ 5

T/ 5

W/ 2

I/ 5

A/ 3

LD/ 8

SV/ 4+

 

Equipment: Frost Fang is equipped with vicious tooth and nail

 

Special Rules: Counter-Attack, Cyber Senses, Cyber Hide, Frost Howl. Uncanny Stealth

 

Unit Type: Beast

Special Rules: Can only group with Fen Wolf Packs

 

 

Uncanny Stealth; Frost Fang and the unit he is with benefit from the scout rules, so are able to infiltrate, move through cover and the scout rule. (not OBEL)

Cyber-Hide; Frost Fang's hide is both naturally tough and enhanced by cybernetic cermite plate providing him a 4+ save.

Cyber-Senses; Frost Fang has acute senses, in addition he has the same rule as a vehicle's spot light, however enemy forces are not able to target him or the pack he is with. (unlimited range)

Frost Howl; during the shooting phase, Frost Fang uses the flame template measured from his mussel; any unit under the template suffer a -1 to their Init and -1 to their attack in the following CC phase.

Frost Fang

 

Cost (Points)

102

 

WS/ 4

BS/ -

S/ 5

T/ 5

W/ 2

I/ 5

A/ 3

LD/ 8

SV/ 4+

 

Equipment: Frost Fang is equipped with vicious tooth and nail

 

Special Rules: Counter-Attack, Cyber Senses, Cyber Hide, Frost Howl. Uncanny Stealth

 

Unit Type: Beast

Special Rules: Can only group with Fen Wolf Packs

 

 

Uncanny Stealth; Frost Fang and the unit he is with benefit from the scout rules, so are able to infiltrate, move through cover and the scout rule. (not OBEL)

Cyber-Hide; Frost Fang's hide is both naturally tough and enhanced by cybernetic cermite plate providing him a 4+ save.

Cyber-Senses; Frost Fang has acute senses, in addition he has the same rule as a vehicle's spot light, however enemy forces are not able to target him or the pack he is with. (unlimited range)

Frost Howl; during the shooting phase, Frost Fang uses the flame template measured from his mussel; any unit under the template suffer a -1 to their Init and -1 to their attack in the following CC phase.

 

How about instead of calling it Cyber-Hide you call it Mechanically Enhanced ; Due to the amount of damage Fang has endured leading his pack into battle he has had many bionic replacements making him almost immune to small arms fire. To represent this he receives a +4 save.

 

Love the idea of fang though.

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