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Old August 18th, 2007, 07:52   #1 (permalink)
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Default Custom Special Character kit V0.95

Ok, I've spent time developing an embryonic kit to make custom Characters. This is the stuff I've come up with so far.

ARMITAGE
Choose your Racial Leader type. Pay the basic price for that unit.

SHAPE
Choose Equipment for the Character.
Guidelines:
No Special Character may cost more than 260pts after creation process is finished.
Try to keep it under 230pts.
Imperial can only have Imperial, Eldar only Eldar, Etc. No cross-civilisation taking.
Equipment allowed: Items from your own Codex, or Armoury of other compatible Codices.
Pay highest value applicable.
If it replaces a standard weapon of the same type (NemesisFW for ForceW), pay 3/4 price, rounded to nearest 5.

SPECIAL STUFF

Now add any extra equipment you want. They can be items that serve any purpose.
The prices are as functioning:
  • Invulnerable Save: 6+=5pts, 5+=15pts, 4+=25pts, 3+=35pts.
  • Extra attacks: 1=15pts, 2=25pts.
  • Stat boosters: S+1=10pts, S+2=20pts, S+3=30pts. T+1=15pts, +1I=10pts, +1W=15pts, +1WS=10pts, +1BS=5pts.
  • Melee Weapon upgrades: +1A=10pts, Re-roll to wound=half weapon's normal price (rounded to nearest 5), +1I=5pts, Rending=10pts.
  • Ranged weapon upgrades: Extra Shot=+15pts, CCW compatability=5pts, S bonus=+10pts each S point, AP bonus=15pts each AP point, Rending=10pts, Pinning=10pts, blast=20pts
  • Armour: +1Sv bonus=20pts, +1T=15pts, Ignore Instant kill=35pts.
Similar stat bonuses aren't cumulative. You can't have the +1S & +3S stat bonus, for instance. Also, each upgrade can only be taken once.

If you take away equipment from a character, you take the price of the item for the character away. If there is no price, you take the cost of the effect.

SKILLS

ALL SPECIAL CHARACTERS IN THIS SYSTEM HAVE AN ASSUMED Ld VALUE OF 10.

Each Skill you add that the Unit can't normally add.
You can take any avaliable skills to them in their own Codex for the normal price. You can also add skills from the Universal Special Rules list for 10pts each.
So, the list of avaliable skills at this rate are:
Fearless, Feel no Pain, Fleet, Furious Assault, Hit & Run, Infiltrate, Preferred enemy: something, Scouts, Stealth, Stubborn, Tank Hunters, Etc.

Also, you can add bonuses not usually found in the rulebook. Special rules avaliable to units in the same alliance group (Rites of Battle) can be used by one anothers' special characters (A Guard Officer for instance) for 10pts each. Note that Officio Assassinorium special rules aren't included in this.

The nature of special Characters, however, does give extra space for further individuality.
These are a few examples:
-1Ld in close combat = 5pts, -2Ld in close combat = 10pts
Allies re-roll to hit in charge = 15pts
Ld bonus(es) reflects to x"=10pts under 13", 15pts over 12".

You can decide to make your own unique bonus. These bonuses of your own devising MUST NOT be overpowered, and cost 10pts each

BALANCE

When playing with these characters, you'll need to make a disadvantage or two to balance the effects.
These all depend on the character itself. IT can be anything from adding Gets Hot! to a weapon, and taking damage from items, to working less effectively when wounded, or just not having good options to take advantage of stats.
Each of these you add take away 5pts from the character's cost. Redundant (or Neutral) Changes make no difference in the price.

You can keep the advantages if you wish, but the unit will cost more for it.

Examples
EMIR THE REVENANT
210pts, WS5, BS5, S6, T4, W3, I6, A4, Ld10, Sv3+/4+/4+
Force weapon, Storm Bolter, Power weapon replacing Bolt pistol, Meltabombs, Jump Pack, Psychic Hood, Shroud Morbid, Frags.
Deepstrike, Feel No Pain, Honour of the Chapter, Psyker (Fury of the Ancients), Borrowed time.

PROS: +2S, +1W, +1I, 4+ Inv Save (shroud Morbid), Feel no Pain.

NEUTRALSower weapon added (redundant change, already has Force weapon which acts the same but better, so is just another CCW, like the Bolt pistol would be.)

CONS: Borrowed time (perils of the warp Ld Check after being wounded), 1 Less psychic power than normal Librarians.


ABADDON (older Codex)
>>>Not showing due to copyright rules<<<

PROS: Drachnyengains extra attack, Drachnyen pwns, 4+ Save instead of 5+ (counts as giving 6+)

NEUTRALS: Counts as Mark Undivided.

CONS: Mark of Tzeench does nothing for him and thus wastes pts, Costs over 245pts.



MARNEUS CALGAR
>>>Not showing due to copyright rules<<<
PROS: Storm Bolter CQC Compatible, +1W, Iron Will rule.

NEUTRALS: Armour can change to Terminator. Frees up Iron Halo and allows Deepstrike, but lowers saves and equipment.

CONS: Only has Powerfist or basic attack - no high Initiative Armour piercing, No Command Squad, No Terminator Command Squad.
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Last edited by <E!_Mance>; August 25th, 2007 at 02:14..
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Old August 18th, 2007, 15:01   #2 (permalink)
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ok but you should addabilities like feal no pain for +3 points or furious charge for +3 points and the like

and true grit and countercharge for +3 points

so vet abilities can be chosen to use (but maybe limited to 3 or something?)
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Old August 19th, 2007, 04:52   #3 (permalink)
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Good idea and good work so far but needs more work, if theres only a handfull of upgrades its more of a extra armory than a special character. For example adding a "Good comander" units within 24 can use characters LD. That was an example but you get my point.
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Old August 21st, 2007, 01:03   #4 (permalink)
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Well, it's made. So you can pour over it.
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Old August 21st, 2007, 01:58   #5 (permalink)
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Oh, Oh, I made some;

Dar’Koor the infernal
Daemon prince;
Ws7, Bs5, S8, T6,W5, I6, A7, Ld10, sv3* 285pt
Wings, Mark of khorne(included in profile)
regenerate
Banishment: As Dar'koor is banished back into the warp, he claws at the very fabric of reality, tearing a great warp rift in time and space. if he becomes a casualty, place the large blast template over Dar'koor. Everything under this template(friend or foe) must pass an initiative test or be destroyed. If they pass, push them back so that they are 2" inches directly away from the template. The template remains in play, scattering 1d6 every turn, affecting everything under it as described earlier.
* Dar'koor's sv is invulnerable.

Ragnok Iron fist, chaos warlord 275pt
Ws7, Bs5, S5, T5, W4, I6, A6, Ld10, Sv3+/4+*
Mark of khorne(already included in profile)
Rune blade: the rune blade counts as a power weapon with re rolls to wound.
Armor of the ages: Ragnok is immune to instant death. It also allows him to teleport into battle as if it were terminator armor
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Old August 21st, 2007, 23:38   #6 (permalink)
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you know, forsworn, the DP looks alot like your chaos god stats...
suspicious


anyhow, i am going to print one of these out so i can playtest my lord(muhaha)

also, i don't really see weaknesses in either of your characters.
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Old August 22nd, 2007, 00:15   #7 (permalink)
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Quote:
Originally Posted by The Possesed One View Post
you know, forsworn, the DP looks alot like your chaos god stats...
suspicious


anyhow, i am going to print one of these out so i can playtest my lord(muhaha)

also, i don't really see weaknesses in either of your characters.
Grrrr.... Yeah, the banishment thing was my weakness. Thats where i got the idea for the GODZ, just better.
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Old August 22nd, 2007, 02:09   #8 (permalink)
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yeah, i can see that. i mean, i fe his accompanied by a unit of khorne bezerkers, and then half of them get wiped out, its like Kharn! ONce, i rolled 8 ones and killed an entire berzerker squad. And it was MY squad! 200 points down the drain. but luckilly, Ang'grath saved the day. his kill count was HUGE. he wiped out half of my oppontns ork army, and then i summoned all 60 of my bloodletters(i took 4 entire squads, this was a 5000pt game) and wiped them out.

The gods blessed my that day, ah, the good ol days. i never use ang'grath again because everyone said he was too broken. so i am making a daemon prince and using angrath as the model(with heavy converting. i am good at converting daemons, very good) wait! i'll make khorne out of him! i know someone that's using a self made Slaanesh, and is just as broken as khorne, but i can't post him be cause she- i mean he (i am really not sure)
has some dern copyright on it!

any how, enough with my ranting.
My daemon prince is coming along nicely, but i need a name!
something evil, something Khorne, but with a nice Cthonian hint to it.(I play Khorne BL, but sometimes WE)


he is going to have something like banishmant, but will be more evil(suckingsouls out...)
is that OK?

an eldar question, how do you get base cost for a pheonix lord? I want to make Arhra!

(i hate copyright)
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Old August 22nd, 2007, 04:25   #9 (permalink)
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Yeah, those 2 are a bit... much?

Especially the thing with the warp rift. That's just too much.

Edited the rules. Now you must have a REASONABLE advantage, not an "I like to hurt" advantage.
Also, Custom Characters may not be more expensive than 260pts, and should try to be under 230pts.

In Apocolypse, however...
Go nuts, it's the aim of the game.


Father Melchior, Chapter Master of the Immortal Vanguad Chapter.
195pts WS5 BS5 S4(6) T4 W3 I5(4) A4 Ld10 Sv2+/5+
Terminator Armour, Emblem of Ghosts, Relics of the Masters (Hiigara's Lance & Sentinel's Bane).
Lambent Arumak, Honour of the Chapter, Rites of Battle.

PROS: Lambent Arumak (-2 enemy Ld in CQC), Sentinel's Bane (Storm Shield & Power weapon, +2S).

NEUTRALS: Less than 2 CCWs.

CONS: Sentinel's Bane (-1I), Lance of Hiigara - 30pt Lascannon taken from army list - (reduced to 18" range), (Gets Hot!)


SHAS'O Y'ELDI
???pts WS4 BS5 S5 T4 W4 I4 A3 Ld10 Sv3+/4+/4+
XV8 Suit, Terdaka Burster, Plasma Rifle, Shield Generator, Stimulant Injectors, Hard wired Multi-tracker, Failsafe detonation, Ejection.
Acute Senses, Deepstrike, "I'm used to this", Detonating Eject.

PROS: Can eject at any time and may choose to detonate when ejecting, Terdaka Burster (Airburst Fragmentation Launcher with +2S & +1AP), Ejected Pilot has Standard gear + CCW & 6+ Armour Save.

NEUTRALS: Hard as a rock through kit given (even if left standard).

CONS: Terdaka Burster (Heavy 1 instead of Assault 1).
(a-la Lucy)
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Old August 22nd, 2007, 05:04   #10 (permalink)
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Dar'koor the infernal 240pt

Ws7, BS5, S6, T6, W4, I6, A5, Ld10, sv3+/4+
- Favored of the gods: Dar'koor has the following marks of chaos: Slaanesh, Khorne, Nurgle, Tzeetch.
- Wings:
- Breath weapon: counts as wind of chaos
- Warp time.
- Banishment: everytime he loses a wound roll a die, on a 6, he loses a further wound. roll again. This can cuase a chain reaction.
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