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Necro'd by Phoenix because this thread is awesome!
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
Spidey senses, wall crawler, webslinger
Weapons and armour
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
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?
Last edited by Phoenix; April 25th, 2009 at 10:25.
Ooh! Ooh! Let me try...
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+
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.
Last edited by psichotykwyrm; April 10th, 2008 at 11:19.
"It takes a vast amount of self control to be this dangerous."
---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes
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.
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
-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+.
One for whfb here:
The lady's not for turning- Unbreakable
Iron Lady- Has a 5+ ward save
Margaret Thatcher HATES dwarf miners
PLAN CLAN MAN!!
He who makes a beast of himself gets rid of the pain of being a man- S. Johnson
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
Unit size: 4 Turtles.
Turtle: M5 WS5 BS3 S5 T5 W2 I4 A2 Ld8
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..
twin Ninjato swords: +1A, +1S, Killing Blow
Bo staff: +2S or +2Sv
twin Sai daggers: +1A and +1Sv
Nunchaku: +1S and +1A
may be added to the Turtles unit for + 100pts
M5 WS6 BS3 S4 T4 W2 I3 A4 Ld10
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.
Last edited by Phoenix; April 10th, 2008 at 13:26.
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
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.
Last edited by Shad0w_Reaper; April 10th, 2008 at 13:34.
Space Wolves (Under Construction) | Circle of Orboros (Under Construction)
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
Immune to Psychology*
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.
4-11 Riflemen must be chosen at 25pts/model
M4 WS3 BS4 S3 T3 W1 I3 A1 Ld7
Ranked Fire - Sharpes Rifles may shoot in 2 ranks
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.
Last edited by Phoenix; April 10th, 2008 at 14:30.
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
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.