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I give your character 40k rules because I'm bored
#1
Read the title.
For all you non 40k playing plebs this is how it works.
M is how many inches you can move, this is normally way smaller than it should be
WS is your weapon skill if it says 3+ you need to roll a 3 or better to hit
BS is your ballistic, the same as WS but with guns
S is your strength
T is your toughness, if your T is half the enemy strength they will wound you on 2s, if it is lower 3s, if it is equal 4s, if it is above 5s and if it is double 6s.
W is how many wounds you have
A is how many attacks you and how many close combat attacks you can make in a turn
Ld is your leadership but for single model units it isn't that important
Sv is similar to your WS or BS but it saves you from the wound. This is your armour save and can be changed.
If a weapon has X" under range it uses BS and is fired in the shooting phase, if the range is melee it is used in the attack phase.
Each weapon has a type, melee means that it is used in melee, assault means you can fire after advancing with a -1 to hit, rapid fire means you can double the shots within half range, grenade means that only one model in the unit may fire a grenade weapon but if it targets a unit in a ruins fortification it will do the maximum amount of hits. heavy means if you fire after moving you fire at a -1 to hit and pistol means you can fire in combat but you can only fire pistols or any other weapon type, not both.
Certain weapons and units have abilities that will be mentioned on the page, you may fire as many weapons as you want in the shooting phase.
Every model has faction keywords and keywords
If the unit is within cover (not 100% visible) add 1 to all armour save rolls.

In the movement phase you may move X" or if you advance X"+D6, you may not charge or shoot if you advance unless stated otherwise. If in combat you may fall back 1", you can not shoot or charge unless you have the FLY keyword or specified otherwise this turn.

In the psychic phase you may use psychic powers. Each model can only use psychic powers a set amount of times always know smite. You roll 2D6 and if you meet the required number you cast it successfully, if you roll double 1s or double 6s you take D3 mortal wounds and it fails. An enemy may counter a psychic power by rolling higher with a deny the witch test, they will not get perils of the warp for this though.

In the shooting phase you shoot. S is the strength of the weapon, AP is how much the enemy's armour save is reduced by (-2 AP targeting a 3+ save would make a 5+ save) and D is how many wounds it deals, these are not saved seperately.

In the charge phase you may nominate any unit within 12" of an enemy unit to charge. The enemy unit may then fire at the charging unit as if it was the shooting phase, assuming that ther are in range. The shooting unit may only hit on 6s though. If the model lives, roll 2D6, if the total is how many inches away the enemy model is -1" you may move it within 1" and then move it up to another 3" to pile in.

In the attack phase, the charging unit will always strike first unless said otherwise. They make A amount of attacks with multiple weapons not giving you more hits unless said otherwise. After the unit has fought, the other unit may strike back. Psychic powers may be used in combat but no ranged weapons can except for pistols.

In the moral phase you get every casualty each unit sustained that turn. if they took any, add D6 and subtract their Leadership. If the number is positive, that many models leave the battlefield.

You must be within 3" of an objective to take it, if you have the FLY keyword you will not be able to take it, if you are not a troop you may take it but will contest it if another non troop unit comes within 3". If you are a troop you will take it even if a non troop unit is within 3" but will contest it against other troop units.
#2
Do Desman
And since you have no rule saying one charater at a time Angel as well
[Image: nTPfMVd.png]
#3
Come at me bro.
#4
Could you do Miranda? owo
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
[Image: DeathMountain.png][Image: blades.png][Image: Darkdata.png]
#5
Jumps on yet another bandwagon
[Image: ZpWQiiu.gif]
#6
@angek
angek
[spoiler] Troop 2 PL M 7" WS 3+ BS 5+ S 3 T 3 W 2 A 5 Ld 9 Sv 4+
Angel is a unit that contains a single model named Angel Fisher, you may only have one of these units in your army.
Abilites:
Forewarned: Whenever Angel loses a wound, roll a D6. On a 6 it is ignored.
Angel is a psyker, she can cast and deny two powers per turn and knows smite and another power from the Telethesia Discipline.

Smite: The closest visible enemy unit within 18" of the psyker suffers 1D3 mortal wounds with a warp charge value of 5, 1D6 if the charge is larger than ten.

Telethesia Discipline:
Terrify has a warp charge value of 6, it targets the closest enemy unit within 18" and until the start of your next Psychic phase, target unit has -1 Leadership and cannot fire Overwatch.

Mental Fortitude targets the nearest visible imperial unit, until the start of your next Psychic phase, target unit automatically passes Morale tests and has a warp charge value of 4.

Dominate targets an enemy CHARACTER model within 18" and has a warp charge value of 7, the target unit can immediately shoot an enemy unit with a single weapon or make a single close combat attack against it, as if target model were Friendly. Models cannot attack themselves but can attack other models in their own unit.

Faction Keywords: IMPERIUM, ADEPTUS MINISTORUM

Keywords: CHARACTER, INFANTRY

Angel is overall a weak unit that's main use is getting out smite and hoping that they can make an enemy commander kill their squad. The low price and troop classification along with her natural superior movement speed will make last turn obj captures easier than normal, enemies that have no melee weapons may also be surprised by how hard it is to kill her in combat with a natural 4+ save and 6+ save on every wound taken.

Angel costs 60 points.[/spoiler]

Desman
[spoiler] elite, 6 PL
Desman: M 6" WS 5+ BS 4+ S 4 T 4 W 4 A 1 Ld 8 Sv 3+
Human Des: M 7" WS 4+ BS 4+ S 3 T 3 W 2 A 3 Ld 8 Sv 5+
Desman is a unit with two models, Desman and Human Des. You may only field one of these in your army. Both models are equipped with sonar, elemental shot, elemental cutless and blown away.
Weapons:
Elemantal shot: type Pistol 3, Range 2", S 4, AP - 2 D1 abilities: none

Elemental cutless: type melee, range melee S+1, Ap-1 D1 abilities: none

Blown away: Type assault 5, Range 10", S 3, AP 0 D1 abilities: This weapon automatically hits, any unit hit by this weapon must subtract one from their movement stat and any charge rolls made.

Abilites:
Sonar: Desman ignores cover
Saviour of the omniverse: Desman does not have an army trait but will not make detachments lose battleforged status
Faction keywords: IMPERIUM, ELDAR, T'AU, NECRONS, CHAOS
Keywords: INFANTRY, CHARACTER

Desman and Human Des want to be in combat, the first hunts MEQs-TEQs while the second can take down GEQs-MEQs with ease. Desman is held back by his lack of movement speed but if human des can get a charge off, desman will be able to pile in and take the hits.

Desman costs 90 points
[/spoiler]
note that the balancing might be a bit bad at the start but when I get the chance to mathhammer all of the characters they should be good for their points.
#7
Nice. Do my characters too!
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
#8
@ebony
[spoiler]
HQ, PL 7
M 6" WS 4+ BS 4+ S 4 T 3 W 4 A 2 Ld 7 Sv 5+
Ebonywood hellscythe contains a single model named Ebonywood Hellscythe, it is equipped with Ebonywood Hellscythe, glacial rift, telekentic shove and meta magic
Meta Magic: Range 24" Type rapid fire 1 S 5 AP -1 D1 Abilities: Always wounds on a 4+ no matter what
Ebonywood Hellscythe: Range Melee type melee S x2 AP-3 D d3 Abilities: The user must subtract 1 from all to hit roll with this weapon.
Glacial rift: Range 10" Type heavy 3 S 6 Ap-2 D2 Abilities: you may shoot this while in combat, only hitting on a 6+



Abilities:
Soul strike: Ebonywood Hellscythe will always attack first in combat even if the opponent charged, if the opponent has a similar ability take turns activating it with different units.
Immortal flames: any enemy units within 1" of Ebonywood Hellscythe has 1 less T
Telekenic shove: any charge rolls against Ebonywood Hellscythe must subtract 1 from the result.

Faction keywords: ELDAR
Keywords: CHARACTER, INFANTRY
Ebony is a TEQ, elite and light vehicle hunter, able to take down enemy units without ever being hit in return if she's lucky. The 5+ to hit isn't great but with the good ranged attacks and power fist CC weapon, it's very easy to punish enemies who don't take advantage of her fragile statline.
Ebony costs 90 points[/spoiler]
#9
@miranda [spoiler]
Troops, 10 PL
Miranda: M 7" WS 5+ BS 5+ S 5 T 4 W 5 A 1 Ld 9 Sv 3+
Heavy coat removed Miranda: M 9" WS 5+ BS 5+ S 4 T 3 W 3 A 2 Ld 9 Sv 5+
Calm Miranda: M 7" WS 3+ BS 3+ S 5 T 3 W 4 A 2 Ld 9 Sv 5+
Miranda Frost is a unit that contains 3 models named Miranda, Heavy coat removed Miranda and Calm miranda, they are each equipped with Knights claws
Weapons:
Knights claws: Range melee type melee S +1 AP -1 D 2
Abilities:
Cybernetics: All models in this unit have a 6+ invulnerable save (this can not be affected by AP)
Indestructible: Whenever a model in this unit takes a wound, on a 5+ it is ignored.
Miranda is great, able to get into CC fast and rip apart and MEQs in the process. She can be slow at times but Miranda's toughness will soak up almost any wound thrown at her. Long ranged units [s[such as most of admech[/s] will be able to shoot her off the board and TEQs or very good melee units will be able to take her down. 6 attacks is good but if you are fighitng a 10 man squad, she's most likely dead when they fall back.
Miranda costs 120 points [/spoiler]
#10
Shoot.
Quote:
PvP FLAG: RED
Please message me before you attack my character or assault my base! Thanks!
#11
yeah what the hell
If you're new to Omniverse Shenanigans, feel free to pm me about whatever piques your interest!

[Image: dlpaou6b73f.gif]
-by Jade Harley


Never Falter in the Face of Infinity.
-Tearan Wover
#12
hot damn. The Dankest of Tanks.
"I've been here before, used to this kind of war. Crossfire grind through the sand. The orders were easy: 'It's kill or be killed'. Blood on both sides will be spilled."
[Image: DeathMountain.png][Image: blades.png][Image: Darkdata.png]
#13
@reece

Hijiri
[spoiler]
HQ 5 PL
Takanomiya Hijiri: M 7" WS 4+ BS 4+ S 3 T 3 W 3 A 4 Ld 10 Sv 4+
Takanomiya Hijiri is a single model, you may only include one of these in your army. He is equipped with Hijiri's Katana, Rabbit cloak of Identity Concealment and Desert Eagle Mark XIX
Hijiri's Katana; Range melee, Type melee, S user ap -3 D1
Desert Eagle Mark XIX: Range 12", Type pistol 1, S 5, ap-1 D2

Abilites:
Rabbit cloak of Identity Concealment: When deploying this unit, you may say that they are hidden. At the end of any of your movement phases you may then reveal them 9" or more away from enemy models, this counts as moving.
Undaunted stance: All friendly units within 6" gain +1 Leadership. In addition, if any friendly models run away in the moral phase only up to D3 may run.
Self controlled: Takanomiya Hijiri's Leadership may never go lower than 7
Faction keywords: AELDARI, T'AU, IMPERIUM

Hijiri is a force multiplier, able to get blobs of conscripts or guardsmen to not run away. He can also teleport to wherever he might need to buff models and if you think you can make the 9" charge can effectively ruin GEQs and some MEQs with his sword.[/spoiler]

China:
[spoiler]
Fast Attack, 4 PL
China: M 7" WS 3+ BS 4+ S 4 T 2 W 2 A 2 Ld 7 Sv 5+
China is a single model equipped with Resiliant china claws, Resiliant china fangs, Fine china tails, Fine china arms, Voidgut and Abyssal Screech.

Abyssal Screech. Range 6", Type pistol X, ap-0, D1, abilities: this attack will hit X times with X being how many models are in the enemy unit.
Resiliant China Claws: Range melee, Type melee, S +1, ap -2 D1.
Resiliant China fangs: Range melee, Type melee, S+2. ap-2, D2. Abilities: this may only be used once per attack phase.
Fina China Tails: Range melee, Type melee, S user, Ap 0, D1. Abilities: this hits 2 additional times on a to hit roll of 6+
Fina China Arms: Range melee, Type melee, S user, Ap 0, D1. Abilites: this model may make 2 additional attacks with this weapon whenever they fight.

Abilities:
Voidgut: When China kills an enemy with Resiliant China fangs, increase their wounds characteristic by 1 to a maximum of 5.
Ceramic Monster: Whenever china takes a wound, roll a D6. On a 5+ it is ignored.

Keywords: INFANTRY, DAEMON
Faction keywords: TZEENCH, DAEMON

You want china to come in and finish off an enemy shooting unit to get more wounds. That's about it.[/spoiler]
#14
Awesome. ^_^


Hijiri is the best leadership unit. Suck it, other high Ld characters!

Also, I like that you tagged him with "T'AU".

Tau best race.  :zany:
[Image: Remote_Sensor_Tower_and_the_Fire_Warriors_2.png]
#15
Heyyyyy
[Image: GilgameshDAsig_zpsecqjfngm.png][Image: NB_BadgeRight.png][Image: RhzfCY6.gif] - Credit to Ezzy
#16
@artoria
[spoiler]
troops 3 PL
Artoria Pendragon: M 6" WS 4+ BS 5+ S 4 T 3 W 2 A 2 Ld 7 Sv 4+
Artoria Pendragon is equipped with a sword, only one of these models may be taken
A sword
Type melee, range melee, S user, Ap -3, D 1
Artoria costs 40 points
Keywords: CHARACTER, INFANTRY
Faction Keywords: IMPERIUM, ADEPTUS SORIORITUS
Artoria is a good chaff or anti charge unit, if you have spare space in a transport she's a good option.[/spoiler]
#17
Come at me, nerd.


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