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Just a bit of crazy fun - make up some rules and a statline for yourself with special rules that fit in with some kinda personality trait you have or something. As a guideline, guardsmen stats are basically human, but i suppose toughness or strength four would be ok for really buff (or incredibly fat) people. Anyway, let it begin-
Pts WS BS S T W I A Ld Sv
60 3 3 3 3 1 3 2 7 5+
Wargear: Aerosol and lighter (counts as flamer), Flaming deodorant bottles, Thermite
Pyromaniac: Any attacks made against me with flame weapons are ignored on a roll of a 4+. Also, any flamers in the same squad as me may re-roll their to wound rolls.
Flaming deodorant bottles: These can be thrown like a demolition charge instead of using the flamer. They are thrown two at a time, hit automatically and have the following effect:
Rng: 12" Str:4 AP:5 Assault 2 blast, causes pinning
Unfortunately, deodorant bottles on fire tend to blow up in your face. Roll a D6 every time you throw a bottle. On a roll of a 1, i take a wound with a normal save. Note that this is a flame attack.
Thermite: This reaction creates incredible heat that can burn through even armour plate. These work in close combat against tanks. They have a strength of 6+(D6 x 2) and hit as normal.
Go on, have a go!
Last edited by Lordofchange; April 28th, 2005 at 22:13. Reason: Looked wanky
The only difference between tattooed people and non-tattooed people is that tattooed people are awesome and can kick your ass.
"War does not determine who is right - only who is left."
WS BS S T W I A LD SV
5 80 65 70 1 3 3 10 2+(1+)
My guy is pretty slow and sluggish but packs a HUGE punch and will never miss. If he has his lucky dice his armour will never fail ^^
Here is the old thread
http://www.librarium-online.com/foru...d.php?t=13495& (You As A 40k Special Character)
Last edited by Bawdymonkey; April 29th, 2005 at 00:29.
â€œCry â€˜Havocâ€™ and let slip the dogs of war!â€? - Julius Caesar, Act III, Scene I
Heres my character using the ultimate gun I just made up, that might be a little too powerfull...
Insane tech adept ShadowZora:
pts: the point limmit for the battle -10% of the total point limmit
WS:3 BS:5 S:3 T:4 W:2 I:3 A:1 Ld:7 Sv:3+/5+inv
Wargear: biggest freaking gun you ever seen, makeshift encampment, targeter, 2 servitor crewman, and his trusty plasma pistol and servos.
Treat ShadowZora as a artilery unit. He is the only one that can fire the gun, so he must be with in 2" of the gun to have it fire.
Makeshif encampment: his big gun needs to have a place to set up in battle, and ShadowZora thought, "why not make it a fortifeid posision too?" Grants him the 3+ save, a 5+ cover save, and roll a d3 to see how far he moves. If he moves though any terrain, count it as dangerous terrain where a 1 or 2 will wound him.
Targeter: grants ShadowZora a BS of 5
Servitor crewman: use stats of an imperial tech servitor, but don't grant it any of its special rules. The servitors LoS can be taken from any of the three other models on the base (gun, ShadowZora, or the servitor) but still count as they took the LoS.
Trusty plasma pistol and servos: master crafter pp and ccw. Grants extra attack for 2 ccw, and charge bonus is kept though all rounds of cc.
Insane: ShadowZora is insane, so is counted as fearless, and can target any unit. If he takes a wound, then he must take a ld test for the whole artilery crew at his ld. All fallbacks use his movement rules, and he can fall back after loosing a assault.
Who Cares: ShadowZora can detach from his crew and gun keeping the benifits and problems from the encampment, while the servitors stay behind (but they can't shoot the gun), or the whole crew can leave the encampment and the gun, to fight as a unit with out the gun or encampment rules. ShadowZoras save goes back to a 4+, along with his other stats loosing the benifits.
Love the melee: ShadowZora and his crew can charge enemies in cc, even if they shot the gun that turn. He may shoot his plasma pistol, and the gun in that turn. In cc, the gun counts as WS:2, S:4, I:1, A:2
Biggest freaking gun you ever seen: This gun is so big, it is hit on the random hit roll of a 3+, but counts as av 14. It confers the 5+ inv, +1 T to all crew (included in ShadowZora's stats), and an extra wound to ShadowZora (also in stats). You do not need a LoS from the gun to fire, instead, the servitors can give LoS (yes I know that doesn't make any sense with the servitors rules, deal with it. ShadowZora is cray). If no servitors remain, then choose from ShadowZora or the gun as the one LoS needed. The gun is fitted with many saws and spikes, so it can be used in cc, and follows the stats given above for it.
Gun stats: Range-48" Str-8 Ap-2 ord special* 1
Pick your target as normal for an ordanace hit, but save the scatter untill later. Roll to hit as normal. If it misses, the shot does nothing, if it hits, continue with the next step. Roll to hit again on a BS:4, and if it misses, reroll once. Keep rolling to hit, and setting aside hits until you miss with one dice twice, or you reach 3 dice set aside. take all set aside dice, and roll them as d3. add up the result, and that becomes the diamiter of the blast to put over the selected target. Then roll the d6" scatter. All models partialy covered are still hit automatically.
Unstable: This gun is very unstable, and could explode at anytime. But ShadowZora has made precautions about that. The gun is not destroyed on a glancing hit, but instead, subtract 3" from the total diameter of any shots for every glance. Penatrating hits still destroy it.In addition, when the gun takes a glancing hit, place a flame template facing towards the shooter, and roll a scatter dice. move the flame template to face the way the dice is pointing, and any models under the template take a Str 8 Ap 4 hit. And when the gun takes a penetrating hit, place a ord template over the gun, and scatter d6". every model under, even partially, takes a Str 10 Ap 5 hit, to represent the violent energies being blasted out with great force from the damaged spot.
Wow, that was long, and fun. I'll make changes when ever I feel like it, and this is one crazy character.
Ender WS BS S T W I A LD SV
6 4 6 4 2 5 3 10 3+/4+
Master-Crafted force katana, Energy Bow, Various pointy things,
Master crafted force katana, Ender's favourite weapon is his Artificer made katana that he can wield with un believable skill slicing it faster than the eye can see. i counts as a master craferd nemasis force weapon (count as if wielded by a grand master). Also for every wound he inflicts roll a d6 on a 4+ he has decapated his opponant and kills it out right (duh lol) no matter how many wounds it has.
Ender is a master archer and has had a bow from the dark age of technology re-created for him. He has modified it to shoot specally designed armour piercing arrows that explode on contact.
It has the following profile
Energy bow Range Str Ap Extra
36" 7 2 Assault 3, blast
In addition if a target explodes then roll a d6 on a 5-6 the targets intirnal organs ahve been splattered on to the remaining members of the squad. The squad now runs around screamong "get it off, get it off" for the next two turns and cannot do anything.
Various pointy things
They are points and their are many variaties of them.
they can be thrown at un armoured foes and autamaticly hit wounding on a 3+. if wounded by a various pointy thing then a foe woll have somthing sticking out of his eye for the remainder of the game. he counts as running around screaming "get it out, get it out" and cannot move for d6 turns.
lol man i wqant this guy as my commander....
<img src='http://img.photobucket.com/albums/v300/ender_01/spacemarienesbanner2.jpg' border='0' alt='user posted image' />
WS BS S T W I A Ld Sv
3(4) 3 3 3 1 3 1 8 -
Katana: Robotnik is highly trained and experienced in kenjutsu and when using a katana has +1 WS. With any other weapon he is lame.
Philosophical Attitude: Robotnik is easily swayed by persuasive arguments and can always see the other guy's point of view. This is somewhat of an annoyance to anyone giving him orders. At the beginning of each turn roll a D6. On a 1-4 robotnik behaves normally. On a 5 or 6 he is unable to move, shoot or assault as he has decided not to fight because "those guys have a point."
Here we go. Chris the 40k gamer.
Equipment: Chris carries with a 10-foot tape measure, 20 red d6s, 10 black d6s, 12 white d6s, a scatter dice, two Warhammer Fantasy artillery dice, a flamer template, a small blast template, and whatever he needs to play the army he has on hand (includes all codecies and army lists); he rides to the battlefield in his 1993 Mercury Tracer
Get over there!: Chris loves to push his troops around the battlefield and tell them what to do, but he's never seen on the battlefield. To represent this, you need not have a model of Chris on the table.
See my wrists? Thinner than a rail!: Chris is able to wrap his hand around his wrist and get an overlap that goes down to his thumb's knuckles. To represent his skinniness, Chris's strength characteristic is always 2.
Always measure!: Chris delights in using his tape measure to see how many shots his troops will get out of the shooting phase. Chris must measure for range with every squad or vehicle that has line-of-sight to the enemy, even if they automatically hit. This means he must always measure with ordnace barrage weapons.
Red for the assault cannon, black for the heavy bolter: Chris really gets into the shooting phase because of all the dice he likes to roll (this has led him to believe he should take up Orks soon). When rolling to hit for a squad, Chris must use a different colored dice for weapon the squad has. If this would result in him having to reroll a certain color, he must buy a different color of dice after the game.
I need a large blast template soon...: Chris lost a large blast template at a recent 40k tourney that he showed up late for. An Iron Warriors player borrowed it from him when he was firing his Basilisk and Defiler and never returned it. When Chris fires an ordnance, ordnance barrage, or another weapon that uses the large blast template, he must borrow one from another player. If there are none present, he must buy replacement templates.
HAHAHAHAHAHA!!: The noble hobby of wargaming is a labor of love to many who take it up, and there is often new humor to be found. When a good 40k joke comes up, Chris must either laugh at it or add to it.
1993 Mercury Tracer: The 1993 Mercury Tracer is an incredibly ancient vehicle, pre-dating the days of the Imperium and perhaps even the Fall. Using the same design as the '93 Ford Escort, the Tracer is an incredibly reliable vehicle for which a STC was never made. While not a military vehicle, Chris loves the Tracer very much and does his level best to keep her out of harm's way. The '93 Mercury Tracer uses the following profile:
Type: Fast, Open-Topped
Weapons: The Tracer has a pair of blinding, twin-linked headlights, which use the following profile: Range: Template, S 5 AP 1 Assault 1. Any targets wounded by the headlights are not removed as casualties, but the squad must make a pinning test at -3 to leadership because having headlights shined in your eyes is not fun! The headlights also count as searchlights.
Transport: The Tracer may transport up to four humanoid passangers, but not jump infantry, monsterous creatures, or models in Daemon or Terminator Armor. Artillery crewman can stow their gun in the trunk.
Access Points: The tracer has four side doors.
Firing points: Chris and three models may fire their weapons out of the Tracers four windows.
Tracer Special Rules
This thing's gotta get me home!: Chris will never willingly drive his car onto a battlefield, as just about anything can wreck it. You need not have a Tracer model on the tabletop, but a real one must be parked a block away.
This ain't fit for combat!: The Tracer, being a civilian vehicle, is incredibly vulnerable to even Grot Blasta fire. Any glancing hits scored against the Tracer automatically count as penetrating. In addition, models attacking the Tracer double the strength of their attack to a maximum of 10 (e.g. a bolter would count as being S8, sniper rifles would roll 2d6 and multiply the result by 2). If any ordnance hits the Tracer, then roll a d6. On a roll of 1, it is merely wrecked. On a 2, it explodes. On a 3+, the Tracer is annihilated.
About time this thread had one that was realistic.
Last edited by Archetype-; April 29th, 2005 at 22:19. Reason: added the rules for my vehicle
Master Crafted Bolt Pistol
MikeTehFox is so unbelieveably stupid that he can't reconize danger when he sees it, MikeTehFox automatically passes all Moral test. (pinning, lost in assault ect.)
With this Amplifier MikeTehFox is able to create a shield of Stupidity granting him a 3+ Invulnerable Save
And that does it!
PTS BS WS S T W I A LD SV
75 3 (5) 4 3 3 1 4 2 9 4+
Witch Hunter, Space Marine or Imperial Guard armies only.
You may slelect up to 80 points of Wargear for 981.
Has BS 5 whenever using a Heavy or Crew Served Weapon. When using such a wepaon he may move up to 3" and still be considered stationary for shooting purposes.
Has innate psykic trait "Mental Worm"
Each turn one target in range may be attacked by a Mental Worm. 981 will begin singing an inane, stupid song which has such a catchy tune that you find you can't get it out of your head. Target will only save on a 5+ regardless of any Wargear or innate bonuses or protections.
981 comes equipped with meltabombs, frag grenades and Keebler Fudge Stripe Cookies.
"The sword that takes life gives life."