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Old April 17th, 2007, 15:57   #101 (permalink)
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this is my character got to come up with a good background story for him yet but i think he is balanced he only counts as an elite cause he is exodite and can only accompany a non craftworld themed eldar army. these are my way of introducing a terminator type unit to the eldar with out blowing it out of proportion.

High Priest Ardbrylidassian

pts: 300
WS: 5
BS: 4
S: 3
T: 6
W: 2
I: 5
A: 3
LD: 10
Save: 2+

Priests of Vaul

Pts: 75 each
WS: 5
BS: 4
S: 3
T: 5
W: 2
I: 3
A: 3
LD: 8
Save: 3+

High Priest Ardbrylidassian is equiped with The halbeard of lightening change, wratihbone armour ( gives the wearer an invunerable save equal to the the armour save) and carries haywire and melta bombs and a shriuken catapult

The halbeard of lightening change was made by High Priest Ardbrylidassian and when it strikes the enemy its blade throws spikes while inside the body of the enemy sometimes peirceing the victums heart/s. and always hits on a 2+ and rerolls to wound and is considered as a witchblade when facing a Vehicle

Priests of Vaul are equiped with dreadnought close combat weapon, wraith bone armour (does not give invunerable save) and carries plasma and melta bombs and a shriuken catapults.

special rules:
High Priest Ardbrylidassian is an independant character unless accompanied by vaul preists which have the same profile above but no invunerable saves and have dreadnought close combat weapons instead of healbeards of lightening change. if accompanied by 9 or less priest then they may be mounted on a wave serpent at 110 pts

High Priest Ardbrylidassian has no soul and is uneffected by psyker powers or abilites and is counted as fearless due to a high priest initiation ritual

Priests of Vaul

Considered fearless but are effected by psyker powers or abilites

what do u think just say what needs to be changed or what else could be done to them
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Old May 24th, 2007, 12:35   #102 (permalink)
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Hey folks, interesting thread. I’ve recently been writing up rules and fluff for a Grey Knight Grandmaster on par with what players like arishnakoger and ze_poodle have created or asked for. ‘Ze’, if you’re fed up of Archons kicking your ass (or Genestealers for that matter) you’re gonna love this guy.

The link is here to him, on the Rules Development page and any good advice to improve what has been written would be greatly appreciated. Hopefully by the time the next Codex Inquisition or whatever it’ll be comes out they’ll have a character similar in there.
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Old October 10th, 2007, 02:06   #103 (permalink)
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Colonel Calgar:

Colonel of the Imperial Guard regiment 101st of Maxter IV

WS 5
BS 4
S 3 (5)
T 3(4)
W 3
I 4
A 3
LD 10
Sv 4+

Pt: 130

Wargear: Calgar's jump pack, Calgar's Power Sword, plasma pistol, melta bombs, frag grenades, Calgar's Carapace armour, Master Vox.

Name after the great Ultramarine Master by his parents, once aspired to become a tech-priest but then expelled for his radical behavior. His almost instinctive understanding of the arcane technologies aid him many times as he completed one dangerous missions after another. After 20 years of service the Imperium he had promoted to Colonel of the new founded 101th of Maxter IV. His interest of arcane technologies remain strong that he often pulling ranks in order to access to exotic even ailen wargears and modify them for his use in battle.

Special Rules:
Independent Character

Calgar's Jump Pack - Aquire from the tech-priest then modified from a Jump pack that reserve for Space marines. Since Calgar's Jump Pack did not function as well as normal Jump pack, with Calgar's Jump Pack he count have Calvary rule. ( Move 6", Fleet of foot, Charge 12")

Calgar's Carapace Armour - He Heavily modified his Carapace armour with Power armour parts in order to power the special jump pack, the extra protection grant him +1 to his toughness (bonus included above)

Calgar's Power Sword - One of Calgar's best work, It count as a 2 hand power weapon in close combat. It also +2 strength to his profile (bonus included above)

- He is basically a Heroic Senior officer equip with some of the witch hunter's wargear by build them himself.

Last edited by Chow; October 10th, 2007 at 02:11..
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Old October 10th, 2007, 10:53   #104 (permalink)
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I would like to point out that the further east you go in the galaxy, the weaker the grip of the imperium. It may be brutal, but it is not all powerful. The assumption that the imperium has an iron grip across the galaxy is a very well crafted lie which actually keeps many human worlds in check.


Read the Taros Campaign for a better look on the matter.
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Old October 10th, 2007, 11:14   #105 (permalink)
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Loreth Rackarth Dracite of the Cult of Pleasure: 137 points

The daughter of Urien rackarth, destined to become a twisted and cruel homonculi. However, like so many children whom are tailored to a duty, she rebelled in the most socially damning manner she could, by joining the Cult of Pleasure. A cult hated and reviled by even the most depraved of dark eldar, the cult is known for using aliens as pleasure toys when not throwing them into battle in their own private tournaments.
Being a rebellious youth, she stole from her father several rare artifacts which she uses in battle.

BS 5 WS 5 S5 T3 W2 I7 A2 LD9 Sv 6+
Equipment: Loreth is Equipped with an Agoniser, wych weapons, Xenospasm, splinter pistol, Combat Drug Despenser and Crucible of Maladiction. She also has Haywire grenades and Plasma grenades.

She may take a Wych retinue and be mounted in a raider if the model count equals or is less then 10 models.
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Old October 10th, 2007, 16:29   #106 (permalink)
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Commidante Feurse:

Lt. Commander of the 3rd Mortian Hellbourne, Commander of the Wolf Brigade

WS 4
BS 5
S 3
T 3
W 3
I 4
A 3
LD 10
Sv 4+

Pt: 120

Wargear: 0-4 Veterans, Modified Heavy Stubber, Chem-Inhaler, Modified Carapace Armour, Frag and Krak Grenades

Special Rules:

Specialist: If you take Commodante Feurse, he counts as a HQ choice. If taken with a retinue of Veterans, he counts as both an HQ and an Elites choice.

Forward Deployment: The Wolf Brigade often works ahead of the main force, seeking out weapon routes and forward positions for the main army. Commodante Feurse and his retinue count as having the Scouts special rule.

Modified Heavy Stubber and Carapace Armour: The members of the Wolves Brigade have modified their Carapace armour with an array of servos and supports, allowing them to carry a Heavy Stubber as their main weapon. To show this, Modified Heavy Stubbers shoot as an Assult 3 rather than a Heavy 4, and their range is lowered to 24". Commodante Feurse nor any of his veterans may ever make a sweeping advance.

Veterans: Commodante Feurse is often accompanied by men whom he has trained himself in the art of combat. To show this, up to 4 Veterans may be added as a retinue to Commodante Fuse at 20 points each. Veterans are armed with Modified Heavy Stubbers and Modified Carapace Armour, and follow the same rules as Commodante Feurse.

WS 3
BS 4
S 3
T 3
W 1
I 4
A 2
LD 9
Sv 4+

-~-Basically, a unit that is pretty nice stat wise, and can preform a job usually held by sentinels and infiltraitors, with decent firepower.
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Old February 17th, 2008, 10:53   #107 (permalink)
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Characters have to be intresting!
They have to have a past. (Or a lack of one if they mysteriously appeared)
They have to have lost and have a serious weakness. (Winning is good too)

A question, can Space Marines show compassion?
And do they have their memory wiped during initiation?
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Old February 21st, 2008, 11:46   #108 (permalink)
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Both compassion and their past lives lose all meaning for space marines. They have no reason to show compassion. Something is a threat to the imperium, or it is not. Compassion plays no role. If all those 12 year old cancer patient/nuns have alien parasites growing inside them, then they die.

Marines live indefinitely, most of it spent fighting. They're recruited when they're around 12. Their past quickly loses all relevance.
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Old March 4th, 2008, 23:29   #109 (permalink)
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Quote:
Originally Posted by Youngy View Post
A question, can Space Marines show compassion?
And do they have their memory wiped during initiation?
Yes they can, however how they view it is differant then you or I would. Their psychology is differant almost to the point of being inhuman (much like their bodies, their humanity provided only the rough template).

They would NOT however spare a traitor, or a threat, under ANY circumstance. If it was their dear old mum who was possessed by Chaos, they'd bolter her through the eyes without so much as a nano-seconds pause, and call for the Flamer to burn the corpse immediatly after without a moments pause, just to be safe.

That isn't saying some tiny part of them wouldn't remember their mom or miss her, but it would not in anyway impede their decissions or hinder their actions. They've been conditioned for DECADES, and those that didn't pass the conditioning aren't promoted to Marines they stay as serfs.


Quote:
Originally Posted by harlequin2262 View Post
Marines live indefinitely, most of it spent fighting.
I don't believe Marines live indefinitely. It's been pretty well defined in the past through various hints dropped. Most chapters live to be a few hundred years old, 400-600 is the number most commonly assumed (give or take a hundred). A rare few live longer, and an exceedingly tiny minority of Chapters, such as the Blood Angels, live to the 900-1100 range. Some exceptional individuals, of those exceptional chapters, can live even longer... but none reasonably live to be the 1000's of years of the average eldar, or 10's of 1000's of years the longest lived Eldar will see.

Primarchs are immortal. The Emporer, hell, he's basically DEAD and he's still alive, so Immortal.

Beats the Tau though. Their average life span is like 35-45 years, that's about a quarter less to half that of the average human lifespan in the Imperium (Etherals go a bit longer before they kick the bucket though).

Human life is usually pegged in the 60-100 range, though some individuals are hinting at living to almsot 200 (those blessed with access to the best medicine and lifestyle the Imperium provides though it's ancient tech) and on some worlds if you live to be 30 you're the old man of your tribe.

Chaos Marines have the weirdest lifespans, since time has no meaning in the Warp where they spend much of their time, some live much shorter, and some live much longer. One could die of old age a year after coming in, but most will live 2-3x longer then their non-Warp residing brethren as generally the Warp slows that process, not accelerates it. It is Chaos though, so anything from random instant death to total immortality are possible in it's field of power.

Daemons are effectively immortal, but living in the realm of Chaos, some will live forever, some will just randomly poof out of existance at the whims of Chaos. (now you know why they're so cranky).

Nids... it's Irrelevant. The Hive Mind is effectively immortal, and while the individual Nids burnout of old age fast, since it's a communal concious it's irrelevant. Who cares if the Gaunt body only lasts a year or two before it burns itselt out, or the 'Stealer not hybernating only lasts a decade or two? When you die, it was all one big shared mind anyway and a new body is already being made out of the resources of your old corpse.

Necrons. Duh. Immortal as all get out. Either vaporize them, or they don't die. If you have to ask about the C'Tan, smack yourself once for me.

Orks. Never defined. Probably immortal or very long lived since they were designed by the same forces that made the Eldar... except no Ork would ever be able to not fight enough to not die within a few hundred years. If you thought Space Marines fought alot... so with Orks it's irrelevant. They're dead in under 1000 anyway. Hell, an Ork that old and cranky, left ALONE, would probably fight his left arm against his right arm until he killed himself.

Anyway, to the original comment, I agree though that the vast majority of Marines never see old age though. Most die in combat eventually before they reach that point. They may not be as instinctivly warlike as the Orks, but their lifestyle choice means it's really just a POtato, PotAto situation.
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Old March 11th, 2008, 21:09   #110 (permalink)
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This should be quite useful as i still haven't really decided what characteristics my comander should have or any story behind hime yet.
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