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Just for fun!
GW has made a blister model of you, armed with something you can find in your house- what would your rules be?
Redbeef - Points Cost 1pts
Wargear: Claw Hammer and a 24V Cordless Drill (counts as 2 CC weapons, extra attack included in profile above)
Special Rules: Poke them in the Eye*, Unassuming Appearance**
*Poke them in the Eye: In the first round of CC, Redbeef strikes at Initiative 10 if the enemy has no Armour Save. On a to-hit roll of 6, he causes an automatic wound, breaks away from locked combat and falls back 5D6. No sweeping advance moves can be made.
**Unassuming Appearance: Enemy units that have line-of-sight to any of Redbeef's allies refuse to shoot or assault Redbeef.
MackDawg - Points Cost 2000pts
A: 10D6 x 10
Gloves of Chuck Norris: Always win close combat regardless of outcome.
Sunglasses of Chuck Norris: Reduces leadership of -5 of all enemy units within 36" and in LOS
Bad ass gun of Chuck Norris:
2D6 shots, hits on 2+ and wounds on 2+
48" range, AP1, ignore cover saves.
If mounted in a transport, the transport gains Fast.
Where the heck did all them guardsmen come from?
Great Wolf! Is that the howl of the 13th?
Age - 35pts
T 3 (4)
Ebay purchased riot equipment: Grants a 5+ armour save and a +1 bonus to his T value (as shown above)
15 Million candlepower torch: Counts as firing an assault 15 lasgun.
Rusty Bicycle: Age moves as cavalry for the first two turns he is on the table. He then gets tired and counts as infantry in all respects.
Variable leadership: Age's Ld value is by one for every enemy within LoS that has a horrible colour scheme.
Misdirected: Age must always outflank, as he rarely turns up in the right place, though he will never arrive on turn 2.
Technological failure: Age's constant bad luck with machinery means he counts as equipped with meltabombs.
Last edited by Age; June 17th, 2009 at 18:56.
If I've replied, i've probably used Italics...
www.goodbyeboltgun.blogspot.com - Some of my stuff.
Splatter - 214 points
WS - 5
BS - 3
S - 3
T - 3
W - 1
I - 6
A - 1
LD - 9
Sv - 6+
Skittle vodka - Roll a D6, if the result is a 2 or more, Splatter decides the battle requires livening up and in the process has several shots of vodka. Decrease WS, BS and S by 1. Decrease I by 2. Increase T, W by 2. Increase A by 1. If WS reaches 0, Splatter is too unstable to move.
Free hugs sign - Range 24", Strength N/A. Causes the targetted squad to take a LD test at -5. If failed they will run towards Splatter to recieve hugs. Only once they have revcieved hugs will they act normally again.
Arrive late - Splatter will always arrive on the tabletop 20 minutes into the game, regardless of what turn it is or how far into the turn it is.
Broken bracelet - If splatter has drank for 2 turns, roll a D6, on a 1 or 2 Splatter breaks one of his bracelets in a drunken stupor, he runs 3D3 inches in a direction determined by scatter dice, each turn Take a leadership test. If failed, splatter runs a further 3D3 inches. This continues until a friendly unit stands within 2 inches of Splatter, offering hugs.
The Wrath of Splatter - If Splatter has drank for 3 turns, has offered hugs the previous or the current turn and is shot at, Splatter becomes infuriated. He becomes fearless, while instilling fear. He will run towards the enemy that shot at him at full run, assaulting 12".
Inquisitor Blackadder- 200 pts
SV-5+( 6+ invulnerable save)
Wargear: plastic clippers(counts as close combat weapon) airsoft rifle(counts as autorifle)
Infuriating confusement- Lures the enemy into a severe state of confusement by constantly replying with phrases usually containing references to face and mums. Targeted unit or character is at -1 Initiative.
Look over there!- Produces a distraction in order to run away from enemies that will in all likeliness turn Inquisitor Blackadder into an exploded jelly bomb. Inquisitor Blackadder has an invulnerable save included in his profile.
SV - (5+ Inv.)
2 sculpting tools, counts as an extra close combat weapon (included above) and always wounds on a 4+ due to attacks directed towards weak points.
Inconspicuous - Doesn't draw enemy fire and is often ignored. Provides 5+ Inv. save and +1 I (included above). Inv. save stacks in cover.
Order of the Purple Orchid - Any units within 12" that do not include purple in their paint scheme feel ashamed of themselves and repent. Any units within range take a Ld test at -1 every turn they remain within the 12" radius or spend the turn in digust of themselves, disallowing all actions during that turn. Does not work against Necrons or Tyranids.
Lunatic Visionary - Seen as an inspiration to his troops, if a little insane. all Ld tests are made with 3d6 +1, with the highest dice being removed.
Captain RealityCheque of the 2nd Heavily Unfit Blood Angels Company
WS5 (Can't fight for toffee)
BS6 (Good shot, at least in a FPS)
S3 (I'm super-unfit for a Space Marine)
T2 (Very crap bones)
Fleece of Faith (3+ save),
iPhone (w/ orbital bombardment app)
Chapter Tactics: Apathy (grants Stubborn, but cannot make a Sweeping Advance)
Dramatic Music (grants Furious Charge)
2x Flaming Poi (+2 attack on the charge, counts as power weapon)
Firebreathing (counts as Flamer)
Old codex - A.T. may strike a single model in close combat with his old codex. The model dies, no saves.
Improbable proxy - If A.T. is removed from the game for any reason, designate a new model as A.T.
Inevitable - During deployment roll a D6. A.T. wins the game on that turn.
SV:6+ / 4+*
- Boots: Count as offensive and defensive grenades, also counts as two close combat weapons.
- Black leather gloves: Very creepy, all enemies in CC are at -1 leadership. Counts as two close combat weapons, these stack with the attacks granted from his boots.
-Grey raggy coat: Grants Alzer a 6+ armor save.
-Shades: Alzer halves the distance of his nightfighting rolls. However when not wearing shades his BS is reduced to 1.
-Jumper: Alzer has a 12" charge range.
-Shorty: Alzer's height is abnormally low, and this throws off the attacks of his opponents, grants a 4+ Invulnerable save.
-Boney fingers: Grants Alzer's CC attacks Rending.
-Short Person Rage: Grants Alzer the stubborn special rule. If Alzer is defeated in CC he will get up the next turn with full wounds, and, in a quiet rage, walk off in a huff towards his board edge.