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Custom Figure

3K views 40 replies 16 participants last post by  Clan Breaker 
#1 ·
Has anybody ever thought about making a custom figure based on yourself. I have. This is it:

Archive Assault Marine Jump Pack

Part Code
010101004

Price
$2.50


Devastator Multi-melta

Part Code
010121401

Price
$4.00


Marneus Calgar's Right Gauntlet

Part Code
010107402

Price
$3.00


Terminator Powerfist

Part Code
010100706

Price
$2.50


Apothecary Body 1

Part Code
010107201

Price
$5.50

All in all it will be $26 US including shipping. I figure (bad pun) that my figure will have a jump pack, two power fists, and like Marneus's bolters, two "Hand Meltas" would combine to make a multi-melta. What do you think?
 
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#2 ·
Hmmm... I think the mini will look cool but how does this represent you? Do you have Two Powerfists? Sweet!! :D

I thought you maybe were talking about making a model that looked similar to you...I think the closest I've seen is a friend of mine found a mini that kinda looked like him and finished converting it so that it almost looked exactly like him! He wound up using the Mini for his gang leader in Necro...
 
#5 ·
I meant not to represent yourself, but to make a model you thought was cool. Nice, BiD! Ass-wiping dead babies are cool! By the way, I want to hear oter people's model ideas.
 
#6 ·
My model would be a massive chunk of uncast pewter. I would thunk it down on the table and say, "He's in there."
Either that, or a massive Necron Lord with... wait for it... GAUSS CLAWS!!! Count as two lightning claws, plus a Gauss Blaster at range. Plus, the Gauss Claws would have automatic Super-Disruption Fields, and the figure itself would have a standard Phase Shifter and Resurrection Orb. He would be able to take 100 points of hardware in addition to this. Statline would be: (notice I am not copying copyrighted material)
5-BS 6-WS 8-S 5-T 3-W 3-I 4-A +3-S (+4 Inv.)

Special Rules-

Mindless Terror- any units suffering casualties from Gauss Claws must IMMEDIATELY fall back as if they just failed a morale check (this means you fearless and stubborn figures)

Gauss Claws- Automatically wound and penetrate armor on a 6, and glance on a 5. Any roll of six to wound penetrates standard and Invulnerable save, and models killed by it may take no Bionics, We'll Be Back, or any other kind of damage-prevention or ressurection roll. The blow is assumed to completely shatter the target and scatter its essence.

Reanimation- All Necron units attempting self-repair rolls within 6" succeed on threes instead of fours.

Beneath Contempt- May not target units below WS 4 in close combat

Ponderous- May only consolidate after winning close combat

Slumbering- Always starts game in reserve. When it becomes available, deep strike it onto the board. If it would die (because of a bad landing or rolling double ones) simply reroll until it lands safely.
 
#7 ·
Ok here's my idea:

A deamon prince with magig powers, a head with an oozing brain barely upheald by the neck while the guy at the same time is holding a battlecannon with two arms and stepping on a moud of people, goblins, babies, ladies, aliens, orks, skeletons and so on...

Maybe that would depict me very good actually...
Gotta switch the battlecannon with a giant two handed wrench then :D
 
#9 ·
Xenos Venator Captain Lash Mamba

Lash Mamba 300 Pts WS:6 BS:5 S:5 T:5 W:3 I:7 A:5 Ld:10 Sv:3+

Independant Character.

Weapons: Custom Heavy Bolter with M.40 Targeter and auto-sense link, Heavy Stalker Shells, Super-Krak Shells, bolt pistol, Envenomed mono-filament sword, frag and krak grendes, and bio-scanner.

Heavy Stalker Shells: Range:36" Str:X AP:4 Heavy 3
Inflicts ID on all Tyranids with a T less than 6.

Super-Krak Shells: Range:24" Str:5 :blink: AP:2 Rapid Fire 2
2 shots to 24" or 4 shots to 12". Allways counts as Stationary. Auto-glances Vehicles on a 4+.

Special Rules:

Enhanced M.40 Targeter: Allows Lash to target inividual models within squads.

Envenomed Mono-Filament Sword: Counts as a power weapon +1 Strength and re-roll failed to wound rolls.

Super-Human Phisique: Due to his extended tour fighting Tyranids Lash has developed highly tuned relfexes Lash's save is Invulnerable.

Bio-Scanner: Counts as Auspex.
 
#10 ·
=D i would be....Zeph...not alex...alex=evil name zeph = good name..anyways,

my mini would just be a person in a black trenchoat, holding a cool looking sword and have a shoulder pad, (btw, the trenchcoat would ;look very similer to sephiroths, along with the shoulder pad, but i would only have the left one) and kinda longer hair...ooo how neat....i gotta think up stats and abilities and if i get around to it ill post em....

[]xxxx[]::::::::::::::::::::::::::::/
POWER OF TEH KATANA!

(")(")
(...'.')[]:::::/
c(||)(||)
FEAR TEH BUNNAH WITH TEH KATANA!

XD im tired as h*ll....
 
#11 ·
I forgot to post statline for my guy, here it is:
WS:5 BS:5 S:5 T:5 W:3 I:6 A:3 Ld:10 Sv:2+
Special rules coming up as soon as I can think 'em up.
 
#12 ·
Hmmm stats for me too...
Ws 5
Bs 8
S 6
T 5
W 4
I 4
A 4
Ld 10

Save 3+

Special rules:
When "Keeper of the Dark Knowlege" wins a combat he goes into a temorary frenzy, gaining +2 attacks.
"Keeper of the Dark Knowlege" carries "The Black Wrench" an arcane weapon from the elemental plane of horror, this two handed weapon deals 1d3 wounds instead of the usual 1.
Psy-blast: "Keeper of the Dark Knowlege" can focus his thoughts into one massive brain lash instead of fighting his usual number of attacks. This attack instead works with the ordinance blast template and every model firend or foe under the template takes a wound with no armour saves allowed on a 4+
 
#13 ·
OK, I think that these are good rules for me:
Name: XV-88
Type: Infantry
Point Cost: (undecided)
BS WS S T W I A Ld Sv
5 5 5 5 3 6 3 10 2+

Weapons: Two Power Fists and Twin Hand Meltas (counts as master-crafted meltagun).
Special Rules:
-Jump Pack: XV-88 has a jump pack, and follows all jump pack rules.
-Grey Knight: XV-88 is a Grey Knight and follows all Grey Knight rules.
-Fearless: XV-88 is asumed to pass all leadership tests, even if failure is automatic.
-Rune Armor: Because of his rune-encrusted armor, XV-88 has a invulnerable save of 5+.
-Unbreakable: None of XV-88's stats can be altered in any way.
-Daemon Sanctuary: When hit by daemons, if his normal or invulnerable save is failed, XV-88 gets a 5+ Daemon Sanctuary save.

I tried not to make him overpowered, so I'm thinking all of this might be 150 pts? Suggestions more than welcome.
 
#16 ·
Does anybody have any others? I wanna hear them!
 
#17 ·
Lazarus Queradzé Valghyran, Former Warsmith of the Iron Warriors 11th Grand Company, Commander of the Steel Angels Chapter.

317 points. HQ choice for a Steel Angels army.

WS 5
BS 5
S 5
T 4
W 4
I 5
A 5
Ld 10 (has ATSKNF)
Sv 3+ (4+ inv)

Wargear: Enhanced Bionics (+1 S, W and A included in profile, also counts as standard Bionics, also acts as per Daemonic Rune), Master-Crafted Lightning Claw, Gauntlet-mounted Plasma Annihilator (Range 18", Str 7, AP 2, Assault 2), Flamer (May not fire both weapons if moving, may not assault if firing both weapons), Teleport Homer, Meltabombs, Conversion Field (4+ Inv), Mark of Malal,
Special Rules:

Mark of Malal
Lazarus is a Daemonbane, a force of anti-chaos almost equal to the most powerful psykers, however his powers manifest in Close combat.
No Daemon may recieve any form of save against the Warsmith in close combat, in addition, when fighting Chaos, Lazarus gains +2 Attacks, +1 Strength and +1 initiative. Note that the Daemonic Aura and Rune gifts are nullified against wounds in Close Combat caused by Lazarus. He will not, however, recieve the statistic bonuses against the Iron Warriors and will fight at his basic statline.

Fractured Soul: Lazarus' soul, returned to him by the Daemon She'Laran, is cut off from the warp- he is not a pariah as such, as he has a soul, but the soul cannot be affected by outside sources. Lazarus may ignore any psychic power directed at him on a 2+, and Force Weapons lose their ability to drain multiple wounds against him, although they still keep their Power Weaon Status.

Iron Warrior: Lazarus is a master in the skills of Siegecraft, and has the Siege Specialists and Tank Hunters veteran skills.
 
#18 ·
Well, I've made someone that works for both fantasy and 40k.

Name: Ken. (yes, it sucks. But when I use him it really crushes them)

Cost: 200

WS-10
BS-4
S- X
T- 8
W-6
I-10
A-7
Ld-10
Sv- 2+ (if wanted, a 3+ inv)

Wargear: nothing.

Special rules:


Diverse fighter: At the beginning of a turn, Ken can choose to take up any weapon from any model that has died in that combat. He suffers -1 WS if he does this.

Hardened will: No matter what, Ken will NEVER run from a combat. He may choose to flee from combat, but gets to triple his distance ran, and can move in any direction while doing it.

Lightning Speed: Ken may charge at triple his movement. (36")

Iron flesh: From unseen powers, Ken can somehow take slashes to himself, and even bullets at time with no effect. To represent this, Ken may choose between relying on his body, or his unseen powers to determine saves. These may never ever be modified for any reason, however though, they may be canceled, in which case he automatically use the other.

Honed reflexes: If shot at Ken can roll a d6 to determine if he avoided the shot. If a 4+ is rolled, he can. When in close combat, Ken will ALWAYS strike first, even if charged.

Psychic powers: (Ken may never suffer perils of the warp, because he doesn't seem to rely on warp powers.)

I am all: Pass a psychic test. If successful, the player can turn the hit model or unit in any direction he pleases except for a perfect 180.

Fury: Pass a psychic test. If succesful, Ken gets an extra 2 attacks, but suffers -2 WS. However, if these hit he will always wound on a 2+.

Lace: Treated as a shooting weapon. It has a range of 48" and Ap6 and S10. Use a small blast marker to determine who was hit. Any saves may be taken against this, though not if they are at 5+. Weak armor can't survive the blast.

Reinforce: Pass a psychic test. If succeeded, roll and heal d6 wounds to Ken.

Fluff: Ken suddenly appeared one day, and with his bare hands took down a large chunk of the Iron warriors. He almost never speaks, though is insanely respectful. He is viewed as a heretic because he does not acknowledge the Imperium's authority, but they really don't care seeing as he is almost permenantly trying to wipe out the forces of Chaos. Unarmed, he is a complete and utter master of combat, and can take up almost any weapon and be excellent. He is called the champion by those that know anything about him, because he triumphs over chaos almost always.


I know he's overpowered, and I need to finish making his final miniature, but I made him REALLY expensive, and he can only be used in 2000pts+ games, but even then he's either always agaisnt Chaos, or is with any imperium squads.


In fantasy, he can move 12" and loses all psychic powers, except for reinforce, but he can hit 10 times in combat.


I'll post one my friend made later. (If it helps, he's named edward scissor hands.)
 
#19 ·
Thanatos-Lord of the Sickle
Thanatos is a powerful Lord, that only through the blessing of the chaos gods, does his dead body still live, He may be taking in any army that is not dedicated to a single god, and may only be used in games of 1500 points or more. If he is taking he will serve as your lord choice.

Points- 260

WS 6
BS 5
S 4
T 5(4)
W 3
I 5
A 5(3)
Save: 3+ 4++
LD 10

Wargear: Daemonic Mutation, Daemonic Flight, Daemonic Resilence Daemonic Visage, Plasma pistol, Black Death.

Special Rules:
Black Death: Thanatos wields a large daemonic halbred, that a normal man would have to use two hands to lift. He eaisly weilds it with one hand due to his 'gifts'. Hes able to bring it down with such power it ignores all armour saves, and can reroll failed to wound rolls. The black Death also protects Thanatos, giving him a 4 plus invulnarable save
Mastery of weapons: Thanatos has such a master over his weapons, he will never wound anything on a roll worst then 5+, plus his plasma weapon will not over heat, nor will he have to make daemon mastery roll for kills with Black Death.
Terrifying: Thanatos makes sort work of any man, and his profiency of killing is great, as such any kills he makes (in shooting phase or close combat) count as two wounds against the enemy for checking to see if they must take a leader ship roll (25% casulties during shooting, determing winner of close combat) This does not mean that he actually inflicts double wounds, and is only used for leadership.
 
#20 ·
Oooh, him and Ken against each other in close combat. That would take forever.

Yah, here's that other one my friend made after seeing freddy vs jason x, and playing as voldo for a couple hours.


yah....

Cost: 250

Name: Edward Scissor hands.


WS: 8
BS: 8
S: 10
T-8
W-6
I-10
A-7
Sv- 3+
Ld- n/a

Wargear: Artificier armor, twin linked hell pistol (apparently this is attached to the under side of his armpits.) and double "scissor hands." Treat as a pair of lightning claws, but they nullify saves, and only need a 2+ to wound. Also, they get doube attacks. Included in profile above.

Special rules:

Flippin' insane: He's assumed to pass all morale checks, can't be pinned or anything of the sort, but he MUST charge all enemy units within double his charge range.

Really psychotic: He instills the fear condition.

Maniacal laugh: His laugh is so psychotic, it affects the minds of others. All units with 12" around him instantly take D3 wounds with no save of any kind allowed.

Death thirst: If Edward has not killed any enemy unit in 2 turns, he automatically charges to closest unit. Friendly, or not.

Chaos: All units (except for Ken because we're on good terms. :D) move like they're going through difficult terrain.

Regeneration: Every turn, roll a d6 to see if he can regenerate. (must be above 4, with 4 not counting) if passed, all wounds are healed. If the opposing player wishes, he can roll a leadership test for that model, and Edward does the same. If they both pass, Edward can't heal the difference. If Edward fails, he can't regenerate at all. If he succeeds, and the other fails, he continues as normal.

Psychic powers:

Shadow bolt: Take a psychic test. If he passes, select a unit and give it d6 x2 wounds.

Shadow move: Take a psychic test. If passed, move him anywhere on the board but sacrifice the rest of your turn.

Fluff: Edward was a psycho. Who seemed to be able to channel the powers of chaos without taking any danger. So, the imperium decided to turn his hostility towards chaos.



What he is is a pair of flayed one hands glued onto an empire greatsword body with a new head put on that looks horribly scarred.


Him and Ken once got into combat, and after 23 turns, we finally called it a day and decided they both decided to go have a beer.
 
#22 ·
How about making balanced figures? I know it's fun, and I did chuckle when I red them, but 150 points?! More like, a BAZILLION POINTS!!!
And I am currently working on a long range version of Jonah Crow, who will also be 200 points.
 
#23 ·
Yah. I should really be bugging him to start beefing up his point status...


And I should point out that it wasn't me that designed mr. scissor hands. It was my friend. Who incidentally, happens to hate close combat.


And he's actually quite balanced when you play him. He has GOT to be tossed into close combat, quickly or he goes on a killing spree within your own people. >_<


And incidentally, I forgot to write you can modify his regeneration rolls by rolling a leadership test to the closest model, and if successful, he can't heal the difference between the two scores. (he does one as well) Right. I'll edit that stuff in now.
 
#24 ·
I always thought the Deceiver was to wussy to do anything, so I gave him armor (+3 save) and a big sword (+1 S, +1 WS, and a buttload of special abilities.) The special abilities are posted elsewhere, but here they are again for you convenience:
Fashraa- The Silver Tongue
The Silver Tongue counts as a force weapon. Any roll of six to wound cleaves the enemy in half- instantly killing it. Any unit suffering casualties from the sword immediately falls back without taking a morale check. Against enemies with special weapons (such as Drach'nyen and Gorechild), it counts as a power weapon, and the opponent's weapon counts as a CCW. When assaulting the Deceiver, all non-character models must take individual morale checks. Failures cause the model to attack the closest friendly model. In addition, the sword penalizes one point off of WS, S, T, I and A of any Daemon in melee with it- the essence of the sword forcibly rips the presence of the Chaos Gods away from their Daemons, weakening them.
Add this in to the C'tan's inherent abilities, including ignoring normal AND Inv. saves, and you've got 400 points of absolute badassessness.
 
#25 ·
Hmmm... Badassness... the part with the daemons makes sense, seeing as the C-tan are very anti-warp. I wonder why the Nightbringer doesn't have any anti-warp based abilities...
 
#26 ·
Sorry, I forgot to add that all I need now is Marneus Calgar's right arm for the power fist. I bought an assult sargent, the one with the power fist, and put on one of the hand meltas. I'll post pics when I get the chance.
 
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