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Im just starting doing them and I'll like seeing some examples
(can a special character be any kind of unit, like a simple infantry soldier?)
Special characters tend to come from all over.
As for what you want posting, do you want the personalities or the stats? If you want the personalities, this is the right forum. If you want the stats, you prolly belong in rules development.
I'll wait on your reply before I post the few ones I've got.
I think we have a thread somewhere around here that was a guide to making balanced and interesting special characters. You can go flip through that first to get an idea, but...it boils down to this:
1. Your character should be balanced - i.e., if he has no ridiculous abilities, he needs no ridiculous drawbacks, but if he does have a powerful ability, he needs a powerful drawback - points cost doesn't always cut it.
2. Your character should have a full and well-defined backstory and origin that actually seem to have affected his current incarnation - i.e., if you want to make a Catachan jungle fighter commando, and you want him to have a twin-linked flamer, it's important to mention in his backstory that he likes flamethrowers, likes fiddling with flamethrowers, and likes burning things in general.
3. Your character should have only one Special Thing; for example, he should only have one unique special rule/weapon, rather than bulking out on everything you can think of to make him t3h 4w3s0m3r. Basically your character should be otherwise normal but have, at the very most, a special rule and a special weapon, and these should be balanced according to point 1.
Take, for example, Prince Yriel. He's a pretty awesome character; he has a power weapon that wounds on a 2+, and he can shoot a giant laser blast from his awesome monocle. That's a special weapon and a special rule. Note that he hasn't got anything more than that, just Eye of Wrath and the Spear of Twilight, and both of these segue with his backstory - he stole the Spear so that he could kill a monstrous Tyranid titan co-ordinating the invasion of Iyanden, and he got the Eye probably because it looks cool.
Now, you read that and go "Well, that's pretty awesome, he has WS6, wounds on a 2+ and ignores saves. Plus he's got this forceshield going, and he can do everything an Autarch can do, and shoot giant laser blasts from that awesome monocle." Yeah, true. He's also T3 and he has the Doomed drawback; he takes an automatic wound at the end of the game, which can mess with scoring, which is pretty important these days. Plus he's a hefty cost. But this is important: Yriel's drawback, Doomed, is directly tied to his biggest advantage. The Spear of Twilight which gives him his power is also killing him. By tying those two rules together, Yriel suddenly becomes more characterful and more of a tragic figure, having doomed himself to save his race and bloodline. Indeed, the idea of him being fated to a slow and painful death parallels the fate of the Eldar race as a whole.
That's what people look for in a special character. Rather than lumping six special rules together and saying that it's because "my character is the bomb," you should pick just one or two really good ones, make them balanced enough to be playable, and tie them with his backstory.
An example is the 4th edition Mephiston. He can use all his psychic powers and his force weapon in the same turn; this essentially bypasses a very important rule in the Psychic Powers section. The explanation for this is that his acceptance of the Black Rage has given him untold psychic power. This is an example of what not to do: Mephiston is given a totally brokes ability that just smashes apart a fundamental part of the game, and worst of all, it makes no sense. There's no reason why the Black Rage should make him a better psyker. There is slim explanation for his statline - S5 T5 - in that the rage 'empowers' him. For me, this makes Mephiston a worse character than he used to be; his special abilities don't really relate to his origin story, he has no drawback to compensate for them, and the abilities themselves, rather than being clever and insightful ways of working with the rules, are just bypassing them - a simple +1 to his statline and he doesn't have a limit on casting psychic powers. He can fly, shoot paralyzing rays out of his eyes, move faster than speeding bullet and he's super-strong. Mephiston is now, essentially, Superman in a vampire cape.
I might post my special characters later on; most of them are just rules-legal characters with some backstory and counts-as rules.
The above poster = Totally a member of the Fluff Masters Clan. Click here for fluff pwnage.
Come, sons of LO! Kneel before Poodle!
Mr_Wayne: "Some people believe that the World Eaters do not field any ranged weaponry. Those people often die at a distance."
actually, spook, Im looking for both. more focused in the backstory, but would appreciate help about the rules anyway.
Here's my prototipe character:Garn Lereson (prototipe name)
He's an ultramarine, he has spent the last 20 years in the planet of hern-8, a crucial battlefront in the campaign against the tyranids. He was the leader of a tyranid hunter squad for 10 years and has dedicated himself to the study of the tyranids since he first saw them.
He has studied them so well, that he has a natural affinity at killing them [he has +3 bonus on any form of attack against any fom of tyranid].
He gained his reputation as a tyranid slayer the day he and his TH squad held a base for three months against a tyranid attack.
But the day that gave him his reputation gave him many scars, the only of which are truly dangerous is the one on his heart. This wound is slowly killing him, and the only way of saving himself is entering a treatment only available to the higher ultramarine commanders. He is constantly looking for opportunities to prove himself tohis superiors and become important enough he can have the treatment.
[this means he takes an automatic wound at the end of every battle and must roll a d6 and get a resul higher than four, if he doesnt, he will attack the most challenging foe near him]so, should I add/remove something?
Last edited by alexeduardo; June 28th, 2007 at 20:34.
Why do I post so much?
cuz I have an easy job
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Here's my chaplain/chapter master of my SM. Used only in friendly games.
Rylay Zeraphiel, High Chaplain/Chapter Master of the Ravenclaw Space Marines
Short Fluff piece: Chapter master of the Ravenclaws. He ascended to this rank from the 1st company captain after the previous chapter master's death during a skirmish against the tau. He is the wielder of the Spear of Corax, the 1st of 12th weapon-relics crafted by the Ravenclaw legion and its successors after the Horus Heresy. He acts as the High Chaplain and the Chapter Master at all times.
Rules: Statline of Master of Sanctity with 4+ invul save. With litanies of hate and such....
Armed with Spear of Corax (counts as a pair of mastercrafted lightning claws) Jump pack. Meltabombs. T-honors
Ravencall: sound emitters built in his helmet makes enemy models in CC with him strike at -1 initiative. Ignores cover when charging.
Jumpack Assault: Zeraphiel and any squad equipped with jump packs he is attached to does not have to roll for dangerous terrain tests when landing in difficult terrain.
nothing too fancy.
Raven Claws Space Marine Chapter........2500 points
Waagh Rotskrag (in building process)
Member of the Fluffmaster Clan
Zephyr, for your character why don't you have him equipped with your Spear of Corax? Merely state that has the affects of a pair of lightning claws.
Take my love, take my land, take me to where I cannot stand; I don't care I'm still free, you can't take the sky from me.
"The difference between gods and daemons largely depends upon where one is standing at the time."- Lorgar
Member of the Fluff Masters Clan
The thread (Believable Special Characters)here was quite popular up until I had to go and post on it . Seriously it had some really good ideas on there if any one wants to find some inspirations for characters. Alternatively you'll find it just above this post as a pinned topic.I think we have a thread somewhere around here that was a guide to making balanced and interesting special characters. You can go flip through that first to get an idea, but...it boils down to this:
One of the reasons I went Chaos is so I could make unique sargeants and the like. My guys don't have any special rules (except one), but the thread title says 'Homemade Characters'...so...
CSM Squad Aspiring Champions
Paratus was a Training Instructor for recruits in Loyalist days. Believing in setting a good example, he refuses to use power weapons in order to demonstrate how fancy equipment isn't as important as basic skills & drills. He only carries a combi-flamer.
Vedic is an atypically quiet and shy Marine. Early on he found that the thrill of close combat could bring him out of his natural reserve and gain him respect among his fellows. Constant training made him a champion duelist. In time, he found that throwing knives were more silent ways of killing than bolters, so he taught himself the skill. His armor is covered with blades of various sizes and he weilds a pair of broadswords of uncertain origin. Over the last thousand years, he has trained some of his...fans...into an elite cadre of swordfighters.
Vedic has Daemonic Talons(rending swords), Fire (representing knifethrowing) and Mutation. His followers are a separate unit and count as Posessed with Talons but are modeled with sword & shield.
Sgt. ? (He used to have a name but I forgot. Feel free to help me pick a new one!)
This sargeant is quoted as saying, "I prefer the one shot that hits to the many that don't." He puts it into practice by carrying a plasma pistol to make the most of that 'one shot'. During the Heresy, he personally murdered the last loyal Night Lord Chaplain. He took his victim's skull helmet as a trophy and has worn it himself ever since. He as a plasma pistol, power sword and (sometimes) Daemonic Armor.
Gambino is known for taking risks, sometimes with his men but more often with himself. One of the few Night Lords to trust a Daemon Weapon, he led the Night Lord task force that looted the Kai system and kept one of their awesome weapons for his own use. He has a Kai Gun, Daemonic Flight and VS Tankhunters.
A Raptor champion whose mutations are advancing much more rapidly than the other Raptors', Demigod is a hulking, winged reptile who has long given up all pretense of humanity and embraced his growth into a Daemon Prince by taking his current name. He has lightning claws and Daemonic Mutation, Strength and Flight.
Also known as Grant Mesolido Rimes. A specialist in terrorism, logistics and guerilla tactics, he had risen to the command of a company of Night Lords at the time of the Horus Heresy. He frequently leads from the front, trusting his friend Librarian Weld to lead in his absenses. The Iron Warriors once managed to infect Grimstone with the Obliterator virus during a power play. Weld saved Grimstone's life and soul but his body remained swollen to a massive size.
Grimstone has a great weapon, frag grenades and Daemonic Stature, Speed and Mutation.
Librarian Eric Weld
Eric Weld was a novice payker accepted by the Dark Angels at the time the Horus Heresy broke out. Although not technically a Fallen since he was never implanted with geneseed, he was an eyewitness to the Fall, an event he does not discuss. Using his psychic abilities of precognition, he was able to escape and meet up with the Night Lord fleet when it stopped in a nearby system to resupply, offering them a promising new recruit to offset their recent, massive losses.
Weld knew the curse of Night Lord geneseed when he chose to join the Traitors, but the alternative was to live as a solitary, hunted renegade. He began having terrible visions and precognitions while growing into his full ability and was forced to cultivate friendships to keep himself sane. Oddly, his fellow Night Lords appreciated his trust and he came to be considered good luck, especially as his nightmarish visions saved their lives repeatedly. An original thinker, especially since he never received the normal Space Marine indoctrination, he loves to combine warpcraft with engineering.
Weld always has a power sword, CCW, Daemonic flight and one psychic power, usually Doombolt. He is my only character to have special rules, but this post is too big already.
"My tanks have names, my men have numbers." -Col. Edmund Grahvess, 23rd Kronecker Prison Guard
EMIR, the Revenant of the Company.
Odium Crusade of the Immortal Vanguard was formed after a conflict with the Inquisition after refusal to send more gene seed samples for monitoring. Their home planet was scarred terribly, and the rest f the system was all but wiped out. The purpose of the Odium Crusade was to find a new system the Chapter could inhabit.
They came to Ta'shaia.
Ta'shaia was a Tau world on the end of their burgeoning empire, heavily vegetated, beset with dangerous florae & faunae, and the Fire caste warriors on the world were especially violent, cautious, and skilled in guerrilla and sneak tactics. There were 3 Companies devoted to the Crusade, and only 1 Librarian was assigned to the detachment. This Librarian was a brilliant strategist and shrewd tactician, and was given full authority over the warriors of the decision, second only to the Detachment Lord Astaroth.
This Librarian had staved away disaster on Ta'shaia time after time, turning the tides of battle with the most artful of deployment and leadership. He would often be found also heading the spearhead of withering assaults, his personal bodyguard unit, known as the Apex following close behind. It was here that he, Emir, led. In the thick of battle, he would often levitate above the reach of his enemies and order his Brothers according to what he saw and then rejoin, his jump pack merely a ruse to mask his powerful psychokinesis, which he'd use in a mêlée to increase his speed and strength drastically.
Eventually, Emir was caught in the path of a Sub-munition Railgun shot. The shell detonated late, when it collided with him, and he bore the full brunt of the attack. He was known by the Tau of the world as a monster, and was seen rightfully as the force that kept the Space Marines from failing their campaign to clear the world. So rather than let Emir be recovered by the Detachment's apothecaries they recovered him themselves and held him between two shield generators so he could not move. He was held for weeks before he finally became desperate enough to attempt escape. Mentally forcing himself to move, despite the force shields holding him in place, he overloaded the generators through this action, and the resulting explosion combined with the effort of removing his bonds had utterly exhausted Emir's body and he fell to the ground . Emir's consciousness remained just as his body broke down on the ground, but he forced his psychic prowess to serve him once more, and kept his system working through his Psychokinesis.
He returned to his Brothers as quickly as he could manage, evading Tau search patrols and pathfinders. When returning, he saw that the 3 Companies he was originally posted with was reduced to less than a single company in size over the short few weeks he was gone. So he ordered the Odium Crusade retreat to their home world and regroup. Leading the remnants to safety and salvation. Upon reaching the home world, his account of the events had given Emir the honours of bearing a Shroud Morbid, a pair of relic weapons known as the blades of Vice & Ire, and full command as chief of the newly formed Company created from the ashes of the former Odium Crusade. Now he is a sombre, macabre individual who speaks in a hoarse whisper and his Jump pack is no longer just a decoration.
PTS210 WS5 BS5 S4 T4 W3 I6 A4 Ld10 Sv3+/4+
Equipment: Blades of Vice & Ire, Bolt Pistol, Frag s, Jump pack, Meltabombs, Power armour, Psychic Hood, Shroud Morbid.
Special rules: Feel no Pain, Honour of the Chapter, Independant Character, Psyker, Borrowed time.
Psychic powers: Fury of the Ancients
Blades of Vice & Ire: Finely crafted weapons derived from salvaged Grey Knight designs, they count as a Force weapon that allow Emir to strike at S6 I7 in the 1st round of any combat he joins, all subsequent rounds are fought at his normal profile of S4 I6.
Shroud Morbid: A protective cloak of pitch black material and imbued with a powerful protective field, given to Librarians who have proven themselves worthy in battle by returning from situations they should not have survived. It confers a 4+ Invulnerable save to the wearer.
Borrowed time: Emir has survived much, but the reason he has done so is because his psychic ability is being channeled through his body at all times. This can lead to overexertion and possible possession quite easily, and Emir dances with his every day. When Emir takes a wound, he must pass a Leadership test or take an immediate 'Perils of the Warp' attack. 'Perils of the Warp' wounds don't count for this rule..
This is the average amount of fluff I put into my characters. Expansive, yes, but it makes them more worth it.
Last edited by <E!_Mance>; July 3rd, 2007 at 07:10.
Post your army lists in the ARMY LIST section! Not that hard!