View Full Version : Celebrity/Superhero/historical figure special characters! Stonehambey April 10th, 2008, 11:42 This is just a bit of fun. Basically make some rules for a particular superhero or famous person as if they were a special character. Naturally mine will be based on FB rules but 40k works too :)
Here's a couple to kick off
Spiderman - 200 pts
Any army can take spiderman as a single hero choice. He must be fielded exactly as presented here and no additional equipment can be bought for him.
M-6 WS-7 BS-7 S-4 T-4 W-3 I-7 A-4 Ld-9
Special rules
Spidey senses, wall crawler, webslinger
Weapons and armour
Webbing
Spidey senses - Spiderman has an acute sense which allows him to dodge incoming blows. All successful rolls to hit spiderman (both shooting and CC) must be re-rolled. In addition, Spiderman always strikes first.
Wall Crawler - Spiderman can scale even the sheerest wall with ease. Spiderman is not slowed by difficult or even impassable terrain
Webslinger - Spiderman can shoot his webbing to almost fly across the battlefield
At the beginning of the movement phase. Spiderman may declare that he's going to use his webslinger. Nominate a hill, forest, ruins or any similar terrain piece within 20" of spiderman. Then place spiderman anywhere on the terrain. This can even be used to fly spiderman out of combat.
If there are no terrain pieces available, Spiderman cannot use the webslinger rule that turn.
Webbing - Spiderman can fire his webbing to tangle and slow the enemy. Webbing is a shooting attack with a range of 24". If struck, a unit's movement value is halved until the beginning of Spiderman's next shooting phase.
***
Winston Churchill - 375 pts
Any army can take Winston Churchill as a single Lord choice. He must be used exactly a presented here and no additional equipment can be bought for him.
M-4 WS-4 BS-0 S-3 T-5 W-4 I-2 A-1 Ld-10
Special rules
Leader of men, Inspirational, Rousing speeches
Weapons and armour
Stick (counts as hand weapon)
Leader of men - Winston Churchill is one of the most inspirational leaders ever. Inspiring men to great feats of bravery in the face of adversary.
Winston Churchill must ALWAYS be the army's general, even if there is another character on the table with the same leadership value. In addition, units can use Winston Churchill's leadership value if they are within 18" of him, instead of the usual 12".
Winston Churchill counts as the army Battle Standard Bearer in all respects.
Inspirational - Winston Churchill and men around him fight on even in the face of almost certain defeat.
Winston Churchill and any unit he's joined is unbreakable. In addition, a unit may re-roll any failed "Look out, sir" rolls when trying to save Winston Churchill, such is the unit's desire to protect their leader.
Rousing speeches - At the beginning of every magic phase Winston Churchill may make a rousing speech to encourage his troops to even great acts of bravery. Declare that Winston is going to be making a rousing speech and roll a D3. The speech given is determined by the roll. Winston Churchill cannot make the same speech more than once per battle. If you roll a value already rolled this game, Winston simply forgets what he was going to say and no speeches are made. Consult the chart below when rolling for speeches.
1 - "Never has so much been owed by so many to so few"
Choose a friendly unit on the battlefield with the lowest unit strength, not including monsters, characters, chariots or war machines. If there is a tie then the controlling player can choose between them. For the rest of the battle, the unit's US is doubled. Every model in the unit (including mounts) gain +1 attack and +1 movement. The unit also becomes immune to psychology.
2 - "This was their finest hour"
Until the start of Winston Churchill's next magic phase, all friendly units within 12" of him can re-roll failed rolls to hit, wound and also re-roll any failed armour saves.
3 - "We will never surrender!"
Until the start of Winston Churchill's next magic phase, all friendly units within 12" of him become unbreakable.
***
I'm sure I don't need to remind people that this is a bit of fun and so use your head and avoid any political hot potatoes if choosing historical figures.
What can you come up with? How about Superman, David Beckham or Helena of Troy? :) psichotykwyrm April 10th, 2008, 12:06 Ooh! Ooh! Let me try...
Wolverine- 500pts
Wolverine counts as both a Hero and a Special choice. he may be given no other equipment and is used as listed here.
M5,WS8,BS0,S4,T4,W5,A5,I5,LD10, armor save 6+
Spec. Rules-
Frenzy, Hatred, Stubborn, Immune to Psychology, Regeneration
Berzerker- Wolverine gets +1S and +1A when charging.
Adamantium Claws- Wolverine's claws count as a Magic Weapon that incurs an extra -2 to armor saves.
Adamantium SkeletonWolverine's skeleton grants him a 5+ ward save. Konstantin April 10th, 2008, 12:49 Chuck Norris- How ever many points the game is.
Your opponent always loses, Chuck Norris may be used in all Table Top game, Rpgs, Card games, board games, and video games.
:P dr_nick22 April 10th, 2008, 13:16 Ozzy Osbourne - 666 pts
An undead army can take Ozzy Osbourne as a single Lord choice, although he cannot be the army's general
M-4 WS-2 BS-0 S-5 T-5 W-4 I-0 A-5 LD- 2
-Wizard:Ozzie is a level 3 wizard. He may use spells from Necromancy or Death.
-Braindead: Always strikes last
-Causes Fear
-Immune to Psychology
-Cannot be broken: Suffers additional wound for each point combat is lost by
-One of Us: Ozzie can be hidden within a unit of zombies at the start of a game, and revealed later in the game at a time of the controlling player's choosing.
-Combat Drugs: See 40k Dark Eldar codex.
-Metal Scream:An attack made in the shooting phase. Choose any enemy unit within 8", no line of sight is required. Roll 3d6 and deduct the target units leadership from the score rolled. For each point by which the roll beats the units leadership, they take 1 wound, with no armour save allowed. This can be used on independant characters on their own.
-Say hello to my little friend: Each magic phase, Ozzie may Roll 6d6. If one of these dice is a 6, he may summon a bat swarm, whose number of bases is equal to the number of 6's rolled, to a maximum of 5. There can never be more than 5 summoned bat swarm bases on the table under Ozzie's players control.
-Unkillable: When Ozzie is reduced to 0 wounds, he bursts into a cloud of bats and flies off into the distance. He can re-enter the game within 2" of a swarm of bats or fell bat under his player's control on a roll of a 3+ the following turn, with 1 wound left. Increase the roll by 1 for each subsequent ressurection, to a maximum of 6+. omgitsduane April 10th, 2008, 14:08 Chuck Norris- How ever many points the game is.
Your opponent always loses, Chuck Norris may be used in all Table Top game, Rpgs, Card games, board games, and video games.
:P
ROFLMAO!
/caps Sir Theobold the Lame April 10th, 2008, 14:12 One for whfb here:
Margaret Thatcher
Special rules-
The lady's not for turning- Unbreakable
Iron Lady- Has a 5+ ward save
Margaret Thatcher HATES dwarf miners Phoenix April 10th, 2008, 14:20 Love this thread, great idea Stoney.
Hmm, off the top of my head... a mate and I were discussing Teenage Mutant Ninja Turtles! Ill give them a go, for fantasy, though i could expand to 40K later.
Teenage Mutant Ninja Turtles
The unit counts as one Hero choice
Points: 200
Unit size: 4 Turtles.
Turtle: M5 WS5 BS3 S5 T5 W2 I4 A2 Ld8
Special Rules:
Skirmishers
Aquatic
Hard Shells - Turtles have a 4+ Scaly Skin Save.
Pizza - grants the unit Regeneration.
Parry - In combat any turtle may choose to fight defensively. 1A may be sacrificed for +1Sv, to a minimum of 1A each..
Individual rules:
Leonardo
twin Ninjato swords: +1A, +1S, Killing Blow
Donatello
Bo staff: +2S or +2Sv
Raphael
twin Sai daggers: +1A and +1Sv
Michelangelo
Nunchaku: +1S and +1A
Master Splinter
may be added to the Turtles unit for + 100pts
M5 WS6 BS3 S4 T4 W2 I3 A4 Ld10
Special Rules:
Poisoned Attacks
Skirmishers
Aquatic
Scouts - The whole unit gains the Scouts special rule.
Sensei - The turtles will do their best to protect Splinter from harm. Shooting attacks and magic missiles cannot hit Splinter so long as there are atleast two turtles still alive. If one turtle remains, shots will be randomised and hit splinter on a 5+. In addition, he gains Look out Sir whilst atleast one turtle remains.
Ninja Rat - Splinter dislikes Pizza, and so cannot benefit from Regen. He does however have a 4+ Ward save. Shad0w_Reaper April 10th, 2008, 14:29 Sorry if he seems to be too powerful for the points cost, I sort of have no idea of Fantasy stats and rules and how many points things are, but heres my addition:
Spawn: 750 points
M-6 WS-8 BS-6 S-5 T-5 W-5 I-6 A-5 Ld-10
Special Rules:
Necroplasm Body: Spawn's body is quite dense, and is composed entirely of Necroplasm. This gives Spawn much greater strength and resiliance and the ability to regenerate any part of his body at will. In game terms, this gives Spawn +1 Strength and Toughness (Bonus included in profile above) and gives him a 3+ Armour Save as well as the Regeneration rule.
Shape Shifter: Spawns Necroplasm body can be shaped to suit pratically whatever situation arises. Each turn (Declare which Shape the Armour is taking at the start of your turn), Spawn may choose to shift his armour and do one of the following:
- Chain/Cape Attack: Spawn can attack an enemy at close range in a flurry of whipping and slashing attacks (Note: This is done in the shooting phase and follows the normal rules for a shooting attack). Nominate an enemy within 12" of Spawn. The target unit takes D6 S4 hits at an additional -1 Armour save.
- Battle Axe: One of Spawns favoured shifts, he shapes his cape into an effective offensive weapon able to strike in battle with its extreme preciseness, severing limbs, and or disarm enemies. In close combat, Spawn receives +1S and ignores armour saves. Note: This effect lasts Spawn's turn, and the following enemy players turn.
- Manifestation of Spikes: Spawn can suddenly arm his body with an array of deadly, jagged spikes. Each enemy which hits Spawn in close combat will receive a S4 automatic wound in return (normal armour saves apply). Note: This effect lasts Spawn's turn, and the following enemy players turn.
- Extreme Armour Plating: When in danger, Spawns armour acts in pure reflex to defend him. For the duration of Spawns turn, and the following enemy players turn, Spawns Armour save is increased to 2+ and cannot be reduced by any modifiers.
However, Spawns Necroplasmic Armour isnt without its disadvantages. Each time Spawn shifts his body, it drains some of the Necroplasms power. Whenever Spawn chooses to shift, he must make an immediate Armour Save or suffer 1 wound. (Note: Spawn may not use his Regeneration ability for this.)
Hell Spawn: Being the spawn of the Lord of Hell himself, Spawn worries not about feelings of fear or mortality. Spawn is Immune to Psychology. However, as with all evil, Spawn suffers penalites from heavenly beings and all things holy. In games terms, Spawn counts as Undead for the purposes of weapons which deal extra damage to Undead, the Lore of Light etc. Phoenix April 10th, 2008, 15:22 Also i mentioned this one to Stoney in Chat, thought id give it a go.
Sharpe's 95th Rifles
Sharpe takes up 1 Hero choice. His rifle unit take up 1 Core choice.
Unit Size: 5-12
Lieutenant–Colonel Richard Sharpe - 75pts
M4 WS4 BS6 S4 T4 W2 I4 A2 Ld9
Special Rules
Unbreakable*
Immune to Psychology*
Tactical Retreat*
Expert Gunman - Sharpe may fire twice in the shooting phase
Expert Shot - Sharpe may pick out enemy models in a unit
*so long as Sharpe is alive, rules are conferred to Sharpes Rifle unit.
Riflemen
4-11 Riflemen must be chosen at 25pts/model
M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7
Special Rules
Ranked Fire - Sharpes Rifles may shoot in 2 ranks
Expert Gunmen
Tactical retreat - If Charged, Sharpes Rifles may elect to Tactically Flee as a Charge reaction. If this option is selected, the unit performs a Stand and Shoot reaction, followed by a Flee reaction, followed by an automatic rally at the start of the controlling players next turn. If caught by the chargers as they flee, the Rifles automatically rally and fight as normal. All the results of thisn charge reaction is applied, even if the charge is found to be out of range initially.
One Rifleman may be upgraded to
Sergeant Major Patrick Harper - +25pts
M5 WS4 BS5 S4 T4 W2 I3 A2 Ld8
Additional Special Rules
Second in Command - Sharpes Rifles may reroll all Ld based tests they are required to take so long as Sharpe is also alive.
Irish Blood - Sergeant Harper may reroll all failed to hit and wound rolls in close combat
Battlefield Medic - Harper may sacrifice his shooting and instead heal upto D3 wounds taken by the unit. This may be used to heal models which have been reduced to 0W. And models healed may not shoot in the turn they are healed. Phoenix April 10th, 2008, 15:48 Wyrm, i really like your Wolverine ideas. I think he should be a little different though (Im assuming its ok to give feedback and discuss others Characters..? Please do on mine)
Something like this:
Wolverine - 275pts
Wolverine counts as a Hero choice
M5 WS7 BS0 S5 T5 W5 A5 I5 LD9
Special Rules
Eternal Frenzy, Eternal Hatred, Unbreakable, Immune to Psychology, Regeneration
Berzerker - Wolverine gets +1S and +1A when charging.
Adamantium Claws - Wolverine's claws count as a Magic Weapon with Armour Piercing
Adamantium Skeleton - Wolverine's skeleton grants him a 5+ ward save.
Hows that look? Please feel free to comment on my Characters too, especially the turtles, i really like how they came out.
Im getting quite carried away with this thread now... :) I like it. Ginger should have the rest of the X-men up soon too! lol. Apachetear April 10th, 2008, 16:05 I love Winston Churchill character! so good :-D psichotykwyrm April 10th, 2008, 16:10 South Park special characters-
May be used in both 40k and FB, and don't count against any force organization limits.
All characters are 20pts.
All characters have this statline:
M4 WS3 BS3 S3 T3 W1 I3 A1 LD7 Sv 6+
Stan-
"Ya know, I've learned something today..."
If Stan is still alive at the end of the game, he has learned a valuable life lesson and the player gets extra victory points equal to the point value of each South Park character in play, friendly or not.
Cartman-
Hates: Jews(especially Kyle), dirty hippies
"But Mooooom...."
If within 6" of Cartman's Mom, Cartman may re-roll any roll so long as each time, the players says, "But MOOOOOOM..."
"Respect My Authoritah!"
Any unit Cartman joins becomes Stubborn.
"Screw you guys, I'm goin' home."
If Cartman's unit loses a combat but does not run, Cartman will will promptly retreat/fall back.
Cartman's Mom-
See "But Mooom..." above.
Kenny-
Muffled Voice-
The player must put his hand over his mouth or otherwise muffle his voice when he speaks, so long as Kenny is in play.
"Oh my God, THEY KILLED KENNY!!!"
Kenny is automatically hit, wounded, and gets no saves, except cover. If Kyle is in play when Kenny dies, owning player must cry, "You bastards!"
Kyle-
Hates: Cartman
If Kyle and Cartman are in the same unit, the unit must make Animosity checks.
Kyles Mom-
"...Is a B@#$%"
Kyle's Mom loves to ruin everything. If an attack is made on Kyle while she is in play, she will ruin everyone's fun, and both players may do nothing their next turn. Effectively, the game has advanced one turn with nothing happening.
Butters-
"I don't know fellas, I might get grounded."
Every turn Butters must make a Ld test or be removed from play for D3 turns for getting grounded. There is a -1 to this test for every other South Park child within 6".
"I am... DR. CHAOS!!!"
When Butters returns from being grounded, bring him in as per Reserves rules. He should now be wearing a tin-foil costume and take on his alter ego Dr. Chaos. Sadly, he gets no bonuses from doing so.
Mr. Mackey-
"Drugs are bad, M'KAY..."
While he is in play, Mr. Mackey nullifies the effects of all Combat Drugs on the table.
Chef-
"Hello, Children!"
Chef is very wise and has LD10. He Also imparts his LD on any South Park children within 6".
"I wanna lay ya down, WOMAN..."
Chef will use his marvelous singing to seduce women. At the beginning of close combat, any female characters within 6" must pass a LD test. If this test is failed, Chef and any failing female characters will leave the table for D3 turns to go to Chef's hot tub. They may both return via Reserves.
Here's just a few. I could do more, but the rest just seem stupid. Oh well. Canew April 10th, 2008, 16:11 Chuck Norris- How ever many points the game is.
Your opponent always loses, Chuck Norris may be used in all Table Top game, Rpgs, Card games, board games, and video games.
:P
What is WITH you people and Chuck Norris? Sheesh!
This is a good thread. I'll have to think up a good one and come back 8Y psichotykwyrm April 10th, 2008, 16:15 Wyrm, i really like your Wolverine ideas. I think he should be a little different though (Im assuming its ok to give feedback and discuss others Characters..? Please do on mine)
Something like this:
Wolverine - 275pts
Wolverine counts as a Hero choice
M5 WS7 BS0 S5 T5 W5 A5 I5 LD9
Special Rules
Eternal Frenzy, Eternal Hatred, Unbreakable, Immune to Psychology, Regeneration
Berzerker - Wolverine gets +1S and +1A when charging.
Adamantium Claws - Wolverine's claws count as a Magic Weapon with Armour Piercing
Adamantium Skeleton - Wolverine's skeleton grants him a 5+ ward save.
Hows that look? Please feel free to comment on my Characters too, especially the turtles, i really like how they came out.
Im getting quite carried away with this thread now... :) I like it. Ginger should have the rest of the X-men up soon too! lol.
Much better. I've only just this weekend read the WHFB rulebook, so mine was kinda guesswork.:ninja: Bleyden April 10th, 2008, 16:43 John Rambo
M-4 WS-8 BS-4 S-4 T-5 W-2 I-7 A-4 Ld-10
Weapons and Armour
Light Armour
2 Hand Weapons
Long Bow with Charges
Special Rules
Lone Wolf - Rambo does not cost any points and can be used in any game. He is controlled by a 3rd player and can do what the hell he likes. If Rambo himself scores 15%VP of the armies (as in scores 300VPs in a 2000 point game) then it is automatically a draw as Rambo wins. If an army kills Rambo they get the VPs that he had accumulated up to that point.
Commando - Can move through difficult terrain as if its normal terrain. Must always start the game "hidden" in a piece of terrain. He becomes unhidden if a unit moves within 6" of him. Once he fires his weapon you may move Rambo to another piece of terrain. He may start the game within any distance of a unit (this means he can be unhidden in the first turn).
Red Bandana - Gives him a 4+ Ward save and he is -1 to hit in shooting and close combat.
Charges - This is a grenade that he straps to his arrows. Any unit hit with his Longbow must put a blast template over them and counts as a stone thrower.
Hero - Rambo must always challenge if he gets in combat. Oce a round of combat is done he may flee voluntarily (no matter the result) and the unit cannot pursue.
So whaddya think? Phoenix April 10th, 2008, 16:47 Lmao, fantastic. Love the Lone Wolf rule, that would be fun to try out :) BrotherAzriel April 10th, 2008, 17:14 Bruce Lee:
Automaticly engages in combat with chuck norris, both cancel eachother out for 4 turns (so the game is played normaly) then bruce kills chuck with a neack snap!! (liek the film! lol)
Squad size - 1 Judge Dredd and 2-5 Judges (all one Unit)
Adeptus Arbites officer Dredd:
Any IG army may take Dredd and his Arbites as an Elites choice:
Dredd: WS:4 BS:5 S:3 T:3 W:3 I:4 A:2 LD:10 SV:4+ PTS:100
Weapons: Lawgiver, may chose to use as a bolt pistol, plasma pistol or Melta pistol.
Shock Maul: Power weapon
Bare hands: see special rules.
Special Rules:Fearless
I AM THE LAW!!!: the grunts are more afraid of dredd han any commisar could make them, all friendly units who fail a moral check MUST re roll it (within 12 inches) if they fail again the leader is removed from the table as he is arrested, the enemy gains no victory points and the squad automaicly re groups.
Street Fighter: Dredd may choose to use his bare hands as a weapon, such is his skill in un armed combat he gains +2 A,+1I,+1WS and gains the rending ablity. Dredd can not use this ability on Vehicles
HArd as FRACK!: Dredds save is invurable and he is also immune to instant death.
Arbites Street Judge: PTS 25
WS: 4 BS:4 S:3 T:3 W:1I:3 A:1 LD:9 SV 4+
Weapons: either a lawgiver and shock maul or a Law finder, this may be used either as a hell gun or sniper rifle (must chose at begining of shooting phase)
All Judges are Feerless while dredd is alive Canew April 10th, 2008, 17:28 Governor Arnold Schwarzenegger
WS -- 5
BS -- 5
S -- 10
T -- 8
W -- 5
I -- 4
Ld -- 2(10)
Sv -- 6+
Equipment: Gov. Schwarzenegger is equipped with a shotgun, grenade launcher, minigun, M-16, man-portable rail gun, plasma rifle, Uzi 9mm machine gun, krak and frag grenades, meltabombs, and any other freakin' thing you can imagine that can hurt people. He does not wear armour, as it interferes with showing off his biceps and deltoids, so he only wears a "wife beater" undershirt. He also wears a pair of Oakley sunglasses, which grants him the "I'll be back" power, as noted below.
Special Rules:
Da Land of Kahleefohneeah: Gov. Schwarzenegger has mesmerized millions of people in the land of Kahleefohneeah into thinking he is a God, not just a bad movie actor looking for a post-Hollywood career. As a result, he has a leadership of 10 whenever participating in a battle in this mythical land. Otherwise, he has no leadership qualities whatsoever.
I'll be back: Gov. Schwarzenegger has a pair of magic Oakley sunglasses that make him impervious to conventional weapons. Whenever Gov. Schwarzenegger wears these glasses, he may use the "Feel No Pain" rule, as described in the Warhammer 40,000 Rulebook.
If It Bleeds, We Can Kill It: Whenever fighting outdoors near a water source, Gov. Schwarzenegger may use mud to disguise himself. During the movement phase, he must remain stationary, but for the duration of the game will be invisible to all electronic optical devices, and untargetable beyond a range of 12 inches.
Do It! Do It Now! Gov. Schwarzenegger may spend the movement phase of any turn constructing elaborate devices designed to trap and kill the opponent's models. He must remain stationary during this movement phase. Afterward, indicate the presence of these traps by using a suitable model. When an opponent's model comes within 6 inches of the device roll d6. On a roll of 1, the model does not detect the device and is killed by it. On any other roll, the model will spot the ingenious device, avoid it, and gain a single free shot at Gov. Schwarzenegger. If the opponent's model is within 24" of Gov. Schwarzenegger when the device is constructed, the model gains a +1 modifier to the dice roll. The Fifth Horseman April 10th, 2008, 18:22 May I suggest we try making those "special homages" in-universe?
It would be a little more fun, and a little more sensible as well. Phoenix April 10th, 2008, 18:27 Ok, this is the first of the Characters i have for final fantasy. Obviously i started here, with the two best characters :) Though these arent final yet... ideas welcome.
Cloud : 300pts
M5 WS5 BS3 S4 T4 W3 I5 A4 Ld10
Equipment: Buster Sword, Mythril Armour, Ribbon, Materia
Special Rules
Buster Sword: Magic Weapon, Killing Blow
Limit Break: When Cloud takes a wound in combat, the model that wounded him takes 1 S6 hit.
Omnislash: Instead of attacking normally, choose one enemy model in base contact. This enemy takes D6 S6 Magical hits from the Buster Sword
Mythril Armour: Grants a 4+ Ward Save and Magic Resistance 2
Ribbon: Cloud is immune to all status effects, no matter the source (Poison, Frenzy, Stupidity)
Materia: Each turn, cloud may cast one of the following spells as a bound spell with Power Level 4
Fire: Magic Missile, 24" range, D6 S4 flaming hits
Thunder: 2D6 S4 hits on a unit in Line of Sight
Ice: Magic Missile, 24" range, D6 S4 hits on a unit withing Line of Sight, enemy has Movement halved next turn if a wound is caused
Sephiroth : 300pts
M6 WS6 BS4 S5 T5 W3 I6 A5 Ld10
Equipment: Masamune, Materia
Special Rules
Ethereal
Magic Resistance 2
Masamune: Magic Weapon, Killing Blow against any model.
Materia: Each turn, Sephiroth may cast one of the following spells as a bound spell with Power Level 6
Meteor: Target any point on the battlefield. Any unit within 2D6" takes 2D6 S6 hits
Ultima: Target one unit in Line of Sight. Every model in the unit takes a wound on a 3+, no armour saves allowed.
Cloud OR Sephiroth may be chosen as a Lord choice for your army. They may never both be chosen in the same army.
Alternatively, both you and your opponant may choose to use Cloud and Sephiroth (one each) in addition to your armies, at no extra cost. You may use them however you wise. If you manage to kill your opponents character, you receive Victory points equal to 1/4 the size of the game. However, if your Character kills your opponents, then you receive Victory Points equal to the points size of the game.
Alternatively, two additional players may be drafted in to a normal game of any size. These two players are allied with neither side, and control one Character each with the aim being to kill the other. They may use their Character however they wish during the game, and have their own turn which occurs after the normal players turns. TBC... Meish April 10th, 2008, 18:39 Ok, this is the first of the Characters i have for final fantasy. Obviously i started here, with the two best characters :) Though these arent final yet... ideas welcome.
Cloud : 300pts
M5 WS5 BS3 S4 T4 W3 I5 A4 Ld10
Equipment: Buster Sword, Mythril Armour, Ribbon, Materia
Special Rules
Buster Sword: Magic Weapon, Killing Blow
Omnislash: Instead of attacking normally, choose one enemy model in base contact. This enemy takes D6 S6 Magical hits from the Buster Sword
Mythril Armour: Grants a 4+ Ward Save and Magic Resistance 2
Ribbon: Cloud is immune to Poison
Materia: Each turn, cloud may cast one of the following spells as a bound spell with Power Level 4
Fire: Magic Missile, 24" range, D6 S4 flaming hits
Thunder: 2D6 S4 hits on a unit in Line of Sight
Ice: Magic Missile, 24" range, D6 S4 hits on a unit withing Line of Sight, enemy has Movement halved next turn if a wound is caused
Sephiroth : 300pts
M6 WS6 BS4 S5 T5 W3 I6 A5 Ld10
Equipment: Masamune, Materia
Special Rules
Ethereal
Magic Resistance 2
Masamune: Magic Weapon, Killing Blow against any model.
Materia: Each turn, Sephiroth may cast one of the following spells as a bound spell with Power Level 6
Meteor: Target any point on the battlefield. Any unit within 2D6" takes 2D6 S6 hits
Ultima: Target one unit in Line of Sight. Every model in the unit takes a wound on a 3+, no armour saves allowed.
Cloud OR Sephiroth may be chosen as a Lord choice for your army. They may never both be chosen in the same army.
Alternatively, both you and your opponant may choose to use Cloud and Sephiroth (one each) in addition to your armies, at no extra cost. You may use them however you wise. If you manage to kill your opponents character, you receive Victory points equal to 1/4 the size of the game. However, if your Character kills your opponents, then you receive Victory Points equal to the points size of the game.
Alternatively, two additional players may be drafted in to a normal game of any size. These two players are allied with neither side, and control one Character each with the aim being to kill the other. They may use their Character however they wish during the game, and have their own turn which occurs after the normal players turns. TBC...
Nice Phoenix!!! :) Phoenix April 11th, 2008, 02:03 Ok, ive done the main two... now for the rest.
Aeris : 300pts (1 Hero choice)
M5 WS3 BS3 S4 T4 W3 I4 A2 Ld8
Equipment: Staff, Materia
Aeris is a Level 2 mage
Special Rules
Ancient: Aeris has a 5+ Ward save, Regeneration, Magic Resistance 1 and is immune to Poison
Limit Break: If Aeris takes a wound, she and the unit she is with gain a 4+Ward save, Regeneration and Magic Resistance 2. This lasts one full turn.
Materia: Aeris has Knowledge of the following spells:
Cure: May be cast on a Friendly model with US1 within 12". The target automatically regains all its lost wounds. 7+
Life: If a Friendly Character is killed, Aeris may attempt to resurrect them in any subsequent magic phase. They will be revived as close to the position at which they were killed as possible, with half of their initial wounds (rounding down) 9+
Holy: Calls on the power of the Lifestream, hitting all enemy units on the field with D6 S4 hits. Undead and Deamons take D6+1 S5 hits. 11+
You know what... im now on a mission, Instead of posting them all here, im just going to make them their own army book! Ill post it when its completed :)
Now to figure out how to make the models...
Edit, sorry, just have to post this, i want opinions. Guess who its a rule for... :ninja3: (sorry about the length...cant help it)
Thief: You may nominate one enemy unit within 6" of Yuffie. Yuffie is instantly removed from the Board, along with all the Equipment belonging to the nominated unit. This Excludes Mounts, but Includes everything else, Weapons, Armour, Magic Items etc. The unit is left with just Hand Weapons. Yuffie may return to the field by passing a Ld test at the beginning of subsequent turns if you wish. If she comes back on, then she may begin from any point of any board edge, or at any point within any piece of terrain (Except Hills). Yuffie may Thieve as many times as you wish during the course of the game. However, if she ever finds herself in close combat, no attacks are made during the 1st round of the combat. Instead, all stolen Wergear up to that point is returned to its rightful owner, and the enemy gains 100 Victory Points. If Yuffie is killed in close combat after stealing, the enemy gains double Victory points for her.
PPS... can i get done for Copyright for this? :S RobtheGuru April 11th, 2008, 02:31 Chav Horde - 5 Points a model
M4 WS4 BS3 S2 T2 W1 I2 A2 Ld2
Wargear: Chav Knives and bricks
Chav Knives - Chavs are so adept at using their knives(they've stabbed so many people before) that they are almost unmatched at close quarter combat. Chavs will always hit on a 4+ and their knives count as great weapons
Bricks - Another weapon of choice for chavs are bricks. They have had so much practise throwing them at people they are quite good at it now. Chavs will never need to hit on worse than a 4+ when throwing bricks(using throwing axe profile)
Our Crew is Solid - Aslong as Chavs outnumber their opponants they go into a fighting rage and dont care who gets in there way. In combat, if Chavs outnumber the opponants unit before hits are struck, then the Chavs count as Frenzied and Unbreakable till that combat ends. However, if the Chavs unit does not outnumber by time their attacks are made, they automatically run away.
Each model may be upgraded to Blingmaster for 5pts. A blingmaster is coated head to toe in gold chains, rings and other "masculine" jewelry. Each model upgraded receives a 4+ armour save
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On a more serious note:
Numa Numa Guy - 1 Point
M1 WS1 BS1 S1 T1 W1 I1 A1 Ld2
Pointless yet funny - Before the start of the game, roll a leadership test. If passed, you win the game because your opponants army is too busy mocking you to turn up Mastershake April 11th, 2008, 05:19 Chuck Norris - X where X = the point limit
WS-11 BS-11 S-11 T-11 W-11 I-11 A-11 Ld-11 Sv- -
Special Rules:
Chuck Norris Doesn't Go Hunting
Imtimidating
Invulnerable
Saving Throw
I'm Chuck Norris
Controlling Player
Movement
Chuck Norris Doesn't Go Hunting
Chuck Norris Doesn't Go Hunting, hunting implies failure, Chuck Norris goes killing. If at any point a dice roll would result in failure for Chuck Norris, immediately re-roll the dice as many times as you have to for a successful result, Chuck Norris will not tolerate your failure to properly roll dice. Note: An opponents success also constitutes failure, so these must also be re-rolled. And screw the rulebook saying you can only re-roll it once, he's Chuck Norris.
Imtimidating
In Order to take any action while Chuck Norris is present in the gaming store all units regardless of gaming system or player must take a Morale check (ref. "Chuck Norris Doesn't Go Hunting" rule)
Invulnerable
Chuck Norris is invulerable, no dice rolls are needed, he just is.
Saving Throw
Chuck Norris doesn't need saving by anyone especially you, so he may not make any so called "saving throws"
I'm Chuck Norris
This is a psychic power that forces all units in the gaming store to take a Morale check or flee. Chuck Norris still has to take a psychic test just to show off his awesome mental might (ref. "Chuck Norris Doesn't Go Hunting" rule)
Controlling Player
Let's get this strait, you don't control Chuck Norris, he controls you, kinda like a puppet.
Movement
Chuck Norris Moves wherever the hell he wants, regardless of phase, turn, or gaming board. Stonehambey April 11th, 2008, 09:37 On a more serious note:
Numa Numa Guy - 1 Point
M1 WS1 BS1 S1 T1 W1 I1 A1 Ld2
Pointless yet funny - Before the start of the game, roll a leadership test. If passed, you win the game because your opponants army is too busy mocking you to turn up
Oh man, I literally cried with laughter thinking of that one! Thanks for brightening up my morning :D
Altogether now...
60og9gwKh1o Sir Theobold the Lame April 11th, 2008, 09:54 hmm ive been thinking about a couple of my favourite TV characters:
Omar Little (From HBO's The Wire)
WS4 BS6 S4 T4 W3 I2 A2 Ld9 SV 4+
Omar is armed with a Shotgun, and wears carapace armour (kevlar vest)
Special rules:
Oh Indeed..
Omar can never be broken, he can however be pinned
All in the game
Omar is an independant character and can never join units
Stickup artist
Omar has survived long sticking up drug dealers, as such he has developed a miraculously charmed life, he has a 6+ invulnerable save Chanchanman April 11th, 2008, 10:00 Star Wars kid - 100pts star wars kid can be taken by any army excpet undead.
M WS BS S T W I A LD
4 10 3 2 3 1 3 2 5
weapon - broom saber.
special rules
- 'he makes me lol...'
when star wars kid declares a charge at any enemy unit they immediately stop what they are doing and laugh at him. The unit being charged will do nothing for their next turn as they continue to take the piss out of the star wars kid. this also applies to any unit wishing to charge star wars kid [they will act as if they had failed a fear check to charge].
- he's no real threat
no shooting or magic can be targated at star wars kid.in close-combat no attacks can be made against star wars kid as no one really takes him seriously. however star wars kid will 'harass' the unit (he will continue to hit them with his broom). As long as star wars kid is 'harassing' the unit they will move as if they are in difficult terrain (note that as neither side will fight the enemy unit can still move out of 'combat, but star wars kid will follow)
- embarrassing
star wars kid may never join a unit as they are too embarrassed to be seen with him.
Broom saber - the broom saber counts as a hand weapon in all respects. once per game star wars kid may enter a state were he beleives that he is wielding a light saber. and he immediately starts jumping around flailing his weapon madly. Star wars kid causes terror while this ability is active as his enemies see a madman chraging towards them! after at the beginning of each star wars kid turn while this ability is active the controlling player must test to see if star wars kid falls over. on a D6 roll of a 1 star wars kid falls over and is removed as a casualty (he is laughed off the battlefield). (units charged by star wars kid when he is in this state will have to pass a terror test as normal. then they suffer from the 'he makes me lol...' rule).
if star wars kid goes into this state whilst in an army of orcs & goblins the whole army immediatly acts as if the 'WAAAAGH!!' spell has been cast on them.
;Y Sir Theobold the Lame April 11th, 2008, 10:22 Star Wars kid - 100pts star wars kid can be taken by any army excpet undead.
M WS BS S T W I A LD
4 10 3 2 3 1 3 2 5
weapon - broom saber.
special rules
- 'he makes me lol...'
when star wars kid declares a charge at any enemy unit they immediately stop what they are doing and laugh at him. The unit being charged will do nothing for their next turn as they continue to take the piss out of the star wars kid. this also applies to any unit wishing to charge star wars kid [they will act as if they had failed a fear check to charge].
- he's no real threat
no shooting or magic can be targated at star wars kid.in close-combat no attacks can be made against star wars kid as no one really takes him seriously. however star wars kid will 'harass' the unit (he will continue to hit them with his broom). As long as star wars kid is 'harassing' the unit they will move as if they are in difficult terrain (note that as neither side will fight the enemy unit can still move out of 'combat, but star wars kid will follow)
- embarrassing
star wars kid may never join a unit as they are too embarrassed to be seen with him.
Broom saber - the broom saber counts as a hand weapon in all respects. once per game star wars kid may enter a state were he beleives that he is wielding a light saber. and he immediately starts jumping around flailing his weapon madly. Star wars kid causes terror while this ability is active as his enemies see a madman chraging towards them! after at the beginning of each star wars kid turn while this ability is active the controlling player must test to see if star wars kid falls over. on a D6 roll of a 1 star wars kid falls over and is removed as a casualty (he is laughed off the battlefield). (units charged by star wars kid when he is in this state will have to pass a terror test as normal. then they suffer from the 'he makes me lol...' rule).
if star wars kid goes into this state whilst in an army of orcs & goblins the whole army immediatly acts as if the 'WAAAAGH!!' spell has been cast on them.
;Y
I love star wars kid- didnt he have to change his name and move schools?
Someone should write Codex:You Tube Chanchanman April 11th, 2008, 10:27 lol you could have the angry german kid in it! BrotherAzriel April 11th, 2008, 22:17 Angry German kid:
Ws: 1 BS: 1 S:1 T:1 W:1 I:1 LD:1 SV:-
UNREAL TORNAMENTA!!!
The angry german kid begins the game at his computer desk in the middle of the table, he may not amke any actions other than his "WHY DOES IT LOAD?!" test.
WHY DOES IT LOAD!!! SHNELL!!
One Every magic phase the angry german kid rolls a D6, if the dice roll is higher than the turn being played (a roll of 1 always fails) then the Angry german kid will become subject to the I KEEL YOU B###RDS rules.
I KEEL YOU B###RDS!
The angry german kid has flown off the hook, his WS,S,T Are all increased to 6, he gains 4 Attacks and Becomes feeless, he strikes at I7.
Weapons:
Key Board of Death:
The angry german kid may use the key board in his shooting phase, as he bashes it off the floor all units (friend or foe take d6 S2 hits as the keys fly everywhere, if any of these d6 scores a 6 then the escape key will become lost and the angry german kid may not use it again as he searches for it. Stonehambey April 11th, 2008, 22:27 Anyone want to do the N64 kids? XD
3aXrI3c2fkA RobtheGuru April 12th, 2008, 11:00 Aliens (Xenomorphs) - 20 Points per model
Unitsize - 5 to 10
WS5 BS0 S5 T3 W1 I6 A2(+D3) Ld10 Sv 5+
Special Rules - Infiltrate, Rending, Fleet of Foot and listed below
Acidic Blood - The blood of the Xenomorphs is the most acidic substance in existence and as such it is extremely dangerous to try and kill these beasts in close quarters. Any time a Xenomorph is killed in close combat, roll a D6, on a 6 the model that attacked the Xenomorph must pass an Initiative test or die as the blood burns through their body. A 6 is always a fail (no armour save or feel no pain, however invulnerables are ok)
Speared Tail - The Xenomorphs have an extremely sharp tail that they can use as easily as they do their arms. As such, when charging into combat the alien receives +D3 attacks. Roll one D3 and apply it to the entire unit. Konstantin April 12th, 2008, 18:11 Aliens (Xenomorphs) - 20 Points per model
Unitsize - 5 to 10
WS5 BS0 S5 T3 W1 I6 A2(+D3) Ld10 Sv 5+
Special Rules - Infiltrate, Rending, Fleet of Foot and listed below
Acidic Blood - The blood of the Xenomorphs is the most acidic substance in existence and as such it is extremely dangerous to try and kill these beasts in close quarters. Any time a Xenomorph is killed in close combat, roll a D6, on a 6 the model that attacked the Xenomorph must pass an Initiative test or die as the blood burns through their body. A 6 is always a fail (no armour save or feel no pain, however invulnerables are ok)
Speared Tail - The Xenomorphs have an extremely sharp tail that they can use as easily as they do their arms. As such, when charging into combat the alien receives +D3 attacks. Roll one D3 and apply it to the entire unit.
Me likes, Do Predator, and Xenomorph Queen. Chanchanman April 12th, 2008, 19:27 Angry German kid:
Ws: 1 BS: 1 S:1 T:1 W:1 I:1 LD:1 SV:-
UNREAL TORNAMENTA!!!
The angry german kid begins the game at his computer desk in the middle of the table, he may not amke any actions other than his "WHY DOES IT LOAD?!" test.
WHY DOES IT LOAD!!! SHNELL!!
One Every magic phase the angry german kid rolls a D6, if the dice roll is higher than the turn being played (a roll of 1 always fails) then the Angry german kid will become subject to the I KEEL YOU B###RDS rules.
I KEEL YOU B###RDS!
The angry german kid has flown off the hook, his WS,S,T Are all increased to 6, he gains 4 Attacks and Becomes feeless, he strikes at I7.
Weapons:
Key Board of Death:
The angry german kid may use the key board in his shooting phase, as he bashes it off the floor all units (friend or foe take d6 S2 hits as the keys fly everywhere, if any of these d6 scores a 6 then the escape key will become lost and the angry german kid may not use it again as he searches for it.
lol
exactly what i was thinkin!!
here we go Warhammer armies:youtube!! RobtheGuru April 12th, 2008, 19:31 Just looked at what ive written below and im not too sure on it now lol. But rather than just deleting it, ill post it anyway.
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Queen Alien (Queen Xenomorph) - 250 Points per model
The Queen may start the game as immobile. During the start of any of your turns(after the first turn), the Queen may become mobile. Once this happens, you may not go back to being immobile.
Mobile-
WS6 BS0 S6 T6 W5 I6 A5(+D3) Ld10 Sv 2+(6+)
Immobile-
WS6 BS0 S6 T6 W5 I1 A5 Ld1 Sv 2+(5+)
Universal Queen Rules-
Acidic Explosion - When the Queen is killed, place a large blast template ontop of the Queens base. Roll an initiative test for each enemy model under the template. If the test is failed, the model dies (no save of any kind allowed, vehicles suffer penetrating hit)
Mobile Queen Rules - Fleet of Foot, Monstrous Creature, Fearless
Immobile Queen Rules -Infiltrate, Monstrous Creature, Fearless
Hive Dynasty - The queen is the most important Xenomorph and as such, any nearby Xenomorphs will do their utmost to defend her. Any Xenomorph units within 3" of the Queen will receive +1 to their I and their base attack will be D6 rather than 2. (roll D6 once and apply to all model)
Lay Eggs - If you are going to start the game Immobile, your Queen will have laid eggs prior to the battle. Place 2d6 eggs within 6" of the Queen. At the start of every turn roll D6 and place that many eggs within 6" of the Queen.
Egg Stats:
WS1 BS0 S0 T3 W1 I1 A0 Ld0 Sv 5+ (Fearless)
Hatching Eggs - On the turn an Egg is laid, roll a D6. On a 4+ it hatches. Replace the egg with a facehugger. The Facehugger may move as normal.
Facehugger Stats:
WS1 BS0 S1 T3 W1 I4 A1 Ld0 Sv 5+ (Fearless, Beast)
Face Latch: At the start of any round of combat (before blows are struck) for every Facehugger in combat, Roll a D6. On a 6+ the facehugger successfully latches onto its opponant. Replace the enemy model with a regular Xenomorph model (it does not attack this round however)
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Predator (Yautja) - 150 Points
WS6 BS4 S5 T6 W4 I5 A5(6) Ld10 Sv 2+(4+)
Special Rules: Fearless, Fleet of Foot
Shoulder Cannon - The Predators shoulder cannon is almost unstoppable. As such, it has the following profile:
Strength: 7
AP: 2
Range: 24"
Assault 3
Wristblade - Acts as a power weapon
The Predator has many weapons and items at his disposal. Before the start of a game, you may choose 2 weapons and 2 assisstance systems from the list below at the listed costs:
Weapons
Spear - The spear allows the Predator attack more rapidly - Increase attack characteristic +1 - 10 Points
High Calibur Shoulder Cannon - The Predator chooses a higher calibur shoulder cannon. Replace the current profile of the shoulder cannon with the one below - 35 Points
Strength: 8
AP: 1
Range: 24"
Assault 2 Blast
Disc - When charging, the Predator may throw one of its discs at the enemy using the profile below. If a model is wounded, the entire unit strike at -1 initiative to represent them diving out of the way - 15 Points
Strength: 4
AP: 1
Range: 6"
Assault 1
Net Launcher - The Predator uses a Net Launcher to trap its enemies and in alot of cases uses it to kill. Choose 1 enemy model(can even be an independent character). Roll to hit as normal. If it hits, the opponant must make a toughness test. If failed the net crushes the opponant and they die(no saves of any kind). If the model passes the test, they will strike at initiative 1 for the next two turns of combat. One use only. May still fire other weapons. - 25 Points
Assisstance System
Targeting System - +1 BS - 20 Points
Cloaking System - If an enemy attempts to shoot the Predator, the range of their gun becomes D6" x3. So a 6 would be 18" - 25 Points
Medic System - Grants Feel No Pain - 30 Points
Self Destruct System - On a turn when the Predator loses its last wound, every model within 6", friend or foe must past an armour save or be removed from the table (no matter how many wound are left) - 40 Points | |