MRC(+) Posted October 2, 2010 Share Posted October 2, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/ Share on other sites More sharing options...
Requiem of the Wolf Posted October 2, 2010 Share Posted October 2, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2526939 Share on other sites More sharing options...
MRC(+) Posted October 2, 2010 Author Share Posted October 2, 2010 Good point on Hit and Run... a bit much, now that I think of it... removed it. As for Scoring, I know it is pretty potent, but I think for his points cost it is not broken (it is only one squad, not all Wolf Scout Packs). Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2526947 Share on other sites More sharing options...
Requiem of the Wolf Posted October 2, 2010 Share Posted October 2, 2010 *nods* thats why I didn't take it off the character completely,just made it something you have to give something up to do. Besides,most SW players aren't going to use more then one squad of scouts to begin with. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2526949 Share on other sites More sharing options...
Grey Mage Posted October 2, 2010 Share Posted October 2, 2010 Id drop the 3d6 FLEET move down to 2d6.... Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2526969 Share on other sites More sharing options...
Growler67 Posted October 2, 2010 Share Posted October 2, 2010 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: Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2527014 Share on other sites More sharing options...
MRC(+) Posted October 2, 2010 Author Share Posted October 2, 2010 OK, OK, Fleet down to 2 dice... good point there. :ermm: As for modeling, I have to agree, I think there are some pretty neat possibilities open to a character like this. Thanks for all your feedback. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2527018 Share on other sites More sharing options...
Chodjinn Posted October 4, 2010 Share Posted October 4, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528002 Share on other sites More sharing options...
Ulriks Minion Posted October 4, 2010 Share Posted October 4, 2010 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 =). Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528011 Share on other sites More sharing options...
Wysten Posted October 4, 2010 Share Posted October 4, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528021 Share on other sites More sharing options...
Skirax Posted October 4, 2010 Share Posted October 4, 2010 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? Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528134 Share on other sites More sharing options...
Growler67 Posted October 4, 2010 Share Posted October 4, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528223 Share on other sites More sharing options...
Skirax Posted October 4, 2010 Share Posted October 4, 2010 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? Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528250 Share on other sites More sharing options...
PKAwolf Posted October 4, 2010 Share Posted October 4, 2010 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 Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528359 Share on other sites More sharing options...
Grey Mage Posted October 4, 2010 Share Posted October 4, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528379 Share on other sites More sharing options...
slmellon Posted October 5, 2010 Share Posted October 5, 2010 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? Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528593 Share on other sites More sharing options...
Grey Mage Posted October 5, 2010 Share Posted October 5, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528608 Share on other sites More sharing options...
WG Vrox Posted October 5, 2010 Share Posted October 5, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2528613 Share on other sites More sharing options...
Dewi Sant Posted October 6, 2010 Share Posted October 6, 2010 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. Link to comment https://bolterandchainsword.com/topic/212431-create-a-hero-realistically/#findComment-2529609 Share on other sites More sharing options...
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