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Old September 15th, 2004, 06:30   #1 (permalink)
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Well, I spent some time developing my special character, the core of my fluff, if he ever somehow managed to get into battle for whatever reason... Does he looks reasonably balanced between point-value and game-value? Critique welcome. Here he is:

Pts WS BS S T W I A Ld Sv
-----------------------------------------------------------------------------
Babel 751 4(5) 4(5) 4 4 3 5 4 10 3+(2+)/4(I)+

Any Witch Hunters army of 2,000 points or more may include Inquisitor Renegade Lord Babel as a special character. If you decide to take him then he counts as both of the HQ choices for the army and he must be used exactly as described below. He may not be given any additional equipment from the Witch Hunters armoury. You must first ask your opponent permission to use Babel.

Equipment: Three Wise Men Henchmen (see below), Three Divine Sisters Henchmen (see below), Three Paladin Henchmen (see below), Three Cherubim familiar Henchmen, Rosarius, Ranseur of Enlightenment (master-crafted force weapon), Alpha-Halo (see below).

SPECIAL RULES
Adamantite Will: Having years of experience at his side, as well as psyker powers well beyond that of even some Inquisitor Lords, Babel gains the same benefit normal Inquisitor Lords gain from Iron Will, but can also confer Iron Will to a single unit within 12". Doing so requires a psychic test, although Babel cannot suffer a Perils of the Warp attack by using this ability. Babel must nominate a new unit every turn.

Wise Men: Perhaps the most valued of all of Babel's henchmen, the Three Wise Men, named Balthasar, Caspar and Melchior, are unique sages that are attuned to events and discoveries from within the Imperium through Inquisitorial channels of all three Inquisitorial Orders. Ranging anywhere from 200-300 years of age each, they provide greater support than regular sages. If one is alive, he alone has the effect of two sages. If two are alive, two missed shots may be re-rolled. If three are alive, then everyone receives +1 to their BS score.

Divine Sisters: The most important sister hospitalers in the entire Order of the Flamma Purus, they are charged with the sacred duty of preserving the physical manifestation of their Lord Babel. Even older than the Wise Men, they know what drives the living core of their Lord and, since they must be around their master at all times, have been rendered deaf, blind and mute through surgery to prevent betrayal. Only through their direct connection to Lord Babel's own bionics do they communicate and monitor his body. If one is alive, she alone has the effect of two churigeons. If two are alive, a second wound may be ignored on a 4+ in the same manner as the first. If three are alive, a single Perils of the Warp attack can be negated on a 2+ and Babel's armor save is improved to 2+.

Paladins: Enhanced space marines brought over from Lady Beatrix's managed Space Marine chapter, Paladins are armed much in the manner of Crusaders, but with the power armor and bio-engineering of Space Marines. Paladins are treated exactly like Crusaders, except with the following modifications: the armor save is improved to 3+, the strength and toughness are both improved to 4, WS is improved to 5, Ld to 9, and the power weapon may be exchanged for a thunderhammer at no extra cost. Paladins do not count for the rules against using Space Marines with models using the Adeptas Sororitas rule. Paladins grant the same benefit to Babel's WS as would any Warrior.

Alpha-Halo: Born with a destiny to be hunted down as an alpha-psyker, Babel's power was subdued and harnessed by his mentor, the late Inquisitor Lord Kumori, using an artefact from an unknown time named the Alpha-Halo. This tool, besides protecting Babel from the hazards of using his own powers to their full potential, allow him to focus his psychic abilities to an extent far beyond those of his fellow man without endangering his sanity. Babel counts as possessing all psyhic powers listed for Ordo Hereticus Inquisitor Lords, and may also choose to use an Alpha-Power. If Babel chooses to use an Alpha-Power, make a psychic test against Leadership of 8 at the beginning of the game, before the first turn begins but after everyone has deployed. If successful, roll a D6 and consult the chart. The psychic power takes effect immediately.

ALPHA POWER USAGE
Roll Result
1 Wrath of Tzeenetch -- Babel, upon trying to use an Alpha
power, is assaulted by the denizens of the Warp directed by a
Tzeenetch Daemon Prince. This counts as automatically
suffering a Perils of the Warp attack.

2-3 Mass Teleportation -- Babel, his retinue and up to two units
within 12" may deep strike back onto the table before the
first turn begins. For this, roll only one D6 for scattering, and
roll for each squad seperately.

4-5 Protectiva Maximus -- Babel and his retinue are protected for
the rest of the game by his psychic power. All models in his
retinue have a 4+ invunerable save.

6 Exterminatus Primal -- Babel unleashes a torrent of furious
warp energy upon a single group of foes, using power that
just barely leaves him sane enough to shut his power off
before his mind is overtaken by the denizens of the Warp.
Choose a single unit in the opponent's army, even if
they've yet to arrive, as Babel can target them with sight
beyond sight. This unit suffers 2D6 S6 automatic hits that
allow no armor saves and no invunerable saves. After using
this power, however, Babel cannot use any psychic powers
again, nor can he use his force weapon's ability or his
Adamantite Will ability to grant another unit Iron Will.

Alpha-level Psyker: Babel, due to centuries of research, training and usage, is more proficient with his own psychic powers than most psykers who have ever existed. Hence he may use up to three psychic powers in one turn, even if they normally both take place in the same phase or both replace shooting. Each successive use, however, is not without consequences. After each psychic test, Babel's leadership value is dropped by 1 for every other psychic test in that turn.

Self-Preservation: Babel knows the dangers of the Warp far too personally, and is always prepared to evacuate and commit an emergency purge on his connection to his own psychic powers within his own sanctuary. If Babel ever suffers a Perils of the Warp attack and Babel has already suffered a wound, he and all surviving Divine Sisters and Wise Men and familiars are removed as casualties, as they were teleported back to the Castimonia flagship. The paladins will remain as a unit of their own for the rest of the battle, as they are more easily replaced.

Icon of Faith: Lord Babel, the One-True Inquisitor to his Sisters of Battle, can serve as a faith-inspiring icon. If no Adeptas Sororitas Heroines are present, Babel generates two faith points. If a Palatine is present, he generates one faith point. If a Canoness is present, she is the more personally known icon, and Babel generates no faith points. Note that if Babel is removed as a casualty, it is never due to death, so he does not generate more faith points through Martyrdom.

Ancient Bionics: Installed by faithful Adeptus Mechanicus techpriests, this ancient spinal installation runs nanomachines throughout Babel's body, enhancing his strength and toughness characteristic to that of a Space Marine. This enhancement is counted when determining what weapons cause instant death.
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Every whisper of the future from the Warp speaks of a hundred battles lost, a thousand lives devoured and a million enemies born. -- Inquisitor Lord Babel
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Old September 15th, 2004, 07:51   #2 (permalink)
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I assume this character costs something alone the lines of 1000pts or more? Seriously, I hope you never plan on actually using this guy...
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Old September 15th, 2004, 14:00   #3 (permalink)
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Well, that let's me know I need to work on him for balance, at least... :hmm:
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