Welcome to Librarium Online!
Ok lads, i need a hand making up rules for a "Big Bad Guy" in our Local Campaign. He has to cost 600 points, just to make this clear. We want him to be a bit overpowered though
Although, we need to make a 400 point one, for fluff
In addition to the 600 point one
He is a Tzeentch Sorceror Warlord, with immense fighting prowess. He carries a Force Staff. He has two conciousnesses, and immense psychic potential. One conciousness is him, and who he has always been etc. Now, the other has full access to his immense psychic abilities, but he doesnt have as much control over himself, having to revert to his reptilian instincts (thats his basic thoughs) sort of like Gorthor the Beastlord. Now, the other half only started emerging when his chapter (the oracles of change) turned to Tzeentch. Now, when in his "other form" he radiates a very strong force of psychic energy, mutating everything near him (bar those blessed by Tzeentch). But as the campaign runs on, he gains control of his powers. So the 400 point one is him uncontrolled, the 600 point one is him with complete control over his other half.
My thoughts so far (this will be updated):
FOR THE 400 POINT VERSION
In his uncontrolled form, at the start of my shooting phase, every model without an Icon of Tzeentch (or Thousand Sons, possessed and obliterators) within 6" of him suffers from the effects of Gift of Chaos. (but against multi wound characters, they are so strong willed they only suffer one wound, but if they lose their last wound, they still become spawn).
FOR THE 600 POINT VERSION
Same as above, except he may choose which models it affects.
Basically, this is him when he has complete control over his abilities, i dont want him to be as dangerous ALL the time. I.e. in his uncontrolled form, he blows up masses of the battlefield, whereas in this form he may do that if he wants, but he kills his own guys too, in this form, he may release smaller, more controlled blasts. like that
Any ideas welcome! This needs done for the 20th!
Isn't that basically the same thing though? Doesn't seem worth an extra 200 points so to speak. I'ld go with an increase in range, maybe staggering it across a few battles 6"-9"-12" so that by the end no one wants to get anywhere near him.
To take into account him having two personalities how about having him take a LD test each turn- if failed he'll switch to his other self, losing the powers but getting to use his big fat f*** off gun again (and vice verca of course)?
Yes I did just assign him a bit of wargear but it just seems so appropriate.
Up, up and away!
That could work nicely if you're only using him for one game where the psychiological impact of that will have people going "he really is big and bad- get him!" but if he's in several consectutive games then he'll get harder and harder gradually, going from bad to BIG bad. I'll see if any more ideas come to me later on.
Up, up and away!
If we're going with the LD thing, we can assign a relatively high modifier for Psychic tests to start with, maybe -4. As the campaign went on, this modifier is reduced bit by bit to reflect that he is more capable of controlling his other self.
Perhaps wounds will make it even more likely for his 2nd self to appear? So being wounded once gets a bonus -1, 2 wounds -2 etc. Remember, we want his 2nd self to appear early on in the campaign, just so awesome in fluff.
For the 600 point version, make it so that he has a limited number of models to select. Giving him the possibility to convert 20+ models is a bit overwhelming, no one would want to charge him anyways at that rate. Fluffwise, since he is beginning to understand his power, he would want to control it. For fun, maybe if he fails the psychic test, he loses control of his power and once again hits all models in range.
Also is this the only thing you are giving him? There seems to be more potential to this character.
Oh no, hes getting much more than that. I see what you mean. But remember, that power only causes one wound, and its a toughness test, so things like marines will be ok. Although he will be making Spawn appear everywhere....
In his Normal self he is going to be a Tzeentch Sorcerer with Terminator Armour, some powers etc, but have the WS of a Lord, and will have 4 attacks basic.
In his other self i was thinking something like:
Aura of Coruscating Energy
All models within base contact of his uncontrolled form take D3 S4 hits, with no armour saves allowed, at the end of the assault phase.
Aura of Corscating Energy II
All enemy models within base contact of his *other* form take D3 S4 hits, with no armour saves allowed, at the end of the assault phase.
How does that look? Lets try and make him when he isnt in control first. (the 400 point version)
Are we going by models or squads taking D3 S4 hits? That's a lot of hits, although it does seem overpoweringly (is that a legal word? ) fun.
Have you toyed with the idea of him channeling his powers through other sorcerers? Since he's meant to a bad mofo, may as well make him arrogant and not caring towards his minions.
Since the power is meant to be insanely uncontrollable at first, perhaps it can grant him a free random D6 movement using the scatter dice for direction. If it's a hit, he stays put. What phase this random movement comes in I'm not too sure for now.
On other details, maybe he can have some form of free escorts, 3rd Ed chaos demon rules maybe? So in version one his demons could be some weaker ones, in version two he'll have a greater demon, since he has become more aware of the limits of his power and began channeling some of it to more practical use.