So the model is a guy riding a giant spawn?
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So the model is a guy riding a giant spawn?
WORSHIP THE VINDICATOR!!! (And a Drop Pod full of Combie-Melta Sternguard never hurts either)
I'm modelling up a potential GD 2010 entry as an Elven Prince on Griffon, the prince is the old Silver Helms champion, legs are from the old Hero on Pegasus and the mount itself is DeathClaw (Karl Franz' model), now given the High Elves need another prince on Griffon like I need a hold in the head this may be a tad excessive, but still....
Galan Silverlance, Prince of Ellyrion, Horselord
Galan is the ruler of the kingdom of Ellyrion, the master of the elegant island-city of Tor Elyr. He is a veteran campaigner of many hundreds of battles, having been a Reaver Knight in his youth, before progressing to become a captain of the Silver Helms of Tor Elyr, possibly the most skilled riders in Ultuan. His title is by birthright - he wields Taranis, carried in battle by his ancestors since the time of Aenarion, a weapon to rival Coudcleaver carried by the Lords of Tiranoc or the Ironglaive Axe of Chrace, but he rules Tor Elyr by the grace of his people, for he is noble even amogst Elves, and not given to the high-handedness that is the hallmark of the Inner Kingdoms.
Galan personally leads the armies of the Horselords in times of need, often marching north or west to the Gates, to repel some Druchii incursion, or else south to Lothern where the High Elf war fleets embark on missions of urgency. He has fought on the New World at Arnheim, and was present at the battle of Finuval Plain, where the Silver Helms of Tor Elyr led the charge to protect Prince Tyrion.
He found his Griffon when he was leading a patrol of Reavers through the lower foothills of the Annulii to destroy a rogue creature that had been hunting the herds of Elven steeds roaming the plains. The monster was a vast Chimera, which had killed a wild griffon and taken her cave as its refuge, and the Reavers were sore pressed to destroy it. Galan himself placed a spear-thrust into the heart of the creature, shattering his arm with the impact.
Inside the cave were grottos too small for the Chimera to access, and it was in one of these that were huddled three emaciated Griffon chicks, two on the verge of death, with the third feebly resisting the Elves. Taking this creature with his good arm, Galan was impressed by its tenacity and took it back to Tor Elyr to raise and train as his own.
The Silverlance now often takes the Griffon Ironfang with him, the massive creature of muscle and sinew being invaluable whether facing Druchii raiders of the hulking behemoths of the Annulii.
Profile/Stats = Elven Prince, Heavy Armour, shield, longbow
Magic Items = Taranis, Lance, Armour Piercing, Multiple Wounds (D3) only when charging whilst riding a steed, monstrous steed or monster. Hand weapon at other times.
The lance was reforged from the ancient blade of the same name, when the blade was broken by foul Druchii sorceries during the Sundering. The blade now sits atop a brilliant white lance, a shaft that never splinters carrying a blade which has retained the same razor sharp edge and sparkles with the same inner fire that it had thousands of years ago.
Crown of Tor Elyr = Magic Armour +1 to save, Regenration 6+ to entire model, wearer and mount gain the Strider ability.
The crown is a potent talisman of Tor Elyr, a gleaming polished helmet showing the Unicorn motif of teh city, and is worn by the City's rulers. Imbued with the Lore of Life, rocks and roots will not hinder the passage of the bearer, and the magical wards can heal wounds.
Shield of stone = Talisman, grants +1 to Ironfang's armour save (which now becomes 5+) and Thunderstomp is now D6 + 1
The shield of stone is an ancient shield bearing the icon of Ellyrion, carved from a single piece of jade and carrying a white horse motif. The shield is not carried by the heroes of Ellyrion, but rather worn by a steed of the Horselords, for Ellyrions love their steeds above all else and would seek to protect them from the enemy in battle.
Galan may reroll failed close-combat to-wound rolls against any monsters - he is famed for his accuracy with lance or spear, and can choose the best spot to slay a beast almost instantly.
Ironfang - Ironfang is a Griffon but wears light Armour in the form of a head-guard and plates around his neck and shoulders. This gives him a save of 6+ (increased to 5+ with the Shield of stone)
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Kyle Darknight - Chief Harlequin of Malal
Points - 410
Armour of Malal
Malal is feared by all, even the Chaos pantheon. This is reflected in the armour Darknight wears, which grants a 4+ Armour save, a 6+ Invulnerable save, and grants Hatred to all enemies, no matter what.
A reject from the Chaos pantheon, Malal is widely thought of as an exile, and has had time over the billions of years to perfect a weapon able to cleave through any opponent. Exiled's Fury is a Hand Weapon, which always wounds on a 3+, and grants the user the Killing Blow USR.
Tears of Malal
Rejected and sent into a life of solitude for aeons, Malal is bitter and twisted, and this is symbolised with his only, solitary tear. Baptised in Malal's tear, Darknight has a tendency to feel the loneliness of his master. Roll a D6 in every movement phase. On a roll of 4, he cannot move, march, charge or do any other action available in the movement phase.
With Malal's colours being black and white, Darknight's armour is forged of Platinum and Obsidian. While in battle, all models around Darknight, if he has joined a unit cannot attack, as they are mesmerised by the motions of him, twirling and dancing, like some kind of Jester.
Current Armies: Tau, Dark Angels, Wood Elves, Bretonnians
Side Projects: Imperial Guard, Dark Eldar, High Elves, The Empire
Hey so I am making my own army book/race in the rules development forum, and need to make some special characters. I thought this would be a great place to get help.
Ma'quin, The Dragonfly Captain of Hive Hath'qua (Ma'quin of Hath'qua for short)
Ma'quin was born a peculiar dragonfly. He was breed to be one and physically was so. But inside he wished to lead his hive to greatness. When allowed, he was the first one to join the other dragonfly's and became a messenger for his hive. He rose through the ranks and became a captain of the hives Dragonfly's. He was soon called to select a portion of his men to bring with himself to war against a Empire force approaching the hive. His forces conducted raids and slowed down the movement of the enemy armies, successfully allowing their forces to meet them on favorable terrain.
During the battle, Ma'quin showed his skill, personally slaying a giant with his poison dipped throwing knives, known as the Ripper Knifes, and slaying the commander when his unit ambushed them. In addition he slew countless foot soldiers and continued to fight, with steely determination to fight, even when the rest of his unit had died, until the end. The efforts of Ma'quin broke the back of the Empire line and the successful assault of the Insectids main force destroyed them.
As a prize Ma'quin was given the Armor Di'qaq, and has since then brought doom to many an opposing army.
Points: 210? (I have NO idea, does anyone have an idea for what he should cost?)
Ripper Knifes: These enchanted Knifes were given to Ma'quin when he became a dragonfly captain. The knifes are enchanted to returned to the bearer and as such they simply slice gashes in whatever they are being used against. These knifes often disembowel, rip through even the toughest of armor and make appendages useless as the tendons and muscles are sliced down practically to the bone.
Upon the blades also exist a powerful poison that atrophies any wound made, and when it reaches the heart certain death.
Throwing Weapon. This weapon poisons on a 4+. If a multiwound model takes a wound from this weapon they must immediately pass a Toughness test or be slain outright.
Dagger of Q'uanmal: Given to Ma'quin when he was young messenger, the dagger rips through the skin and armor of creatures with magical ease. The perfect gift for a messenger, he has used it ever since to complete his goals.
Hand Weapon. All attacks made by this weapon have a bonus -1 armor save modifier on top of any other armor save modifiers.
Armor Di'qaq: This armor spins from itself a cloth of pure shadow. It drapes its way over Ma'quin before dissipating into thin air. This shroud of shadow affects himself and those around him, hiding their figures from enemies. In addition the smoke around, Maq'uin acts as a shield, repelling blades and even cannonballs with raw magical power.
Light Armor. Any unit wishing to shoot at Ma'quin when he or his unit are greater than 12 inches away suffer a -2 modifier to their required roll to hit. Any unit wishing to shoot at Ma'quin when he or his unit are less than or equal to 12 inches away suffer a -1 modifier to their required roll to hit.
The Armor of Di'qaq also grants Ma'quin a 4+ ward save.
Immune to Psychology
Elite Swarm: If Ma'quin is included in your army you may designate one squad as an "Elite Swarm". If you do this, they may take a banner worth up to 50 points and must be joined by Ma'quin.
Master Ambusher: When rolling to see whether a dragonfly unit comes into play or not, you may re-roll the result. The final result stands.
What do you think. I think he is a bit overpowered. What should I tone down?
Make the throwing dagger 1 use only and give him the ability to snipe simplify the armor rules 12+ inch hard cover less than 12 soft cover Drop his initiative down to 8 and attacks down to 5 make the daggers paired weapons increase is weapon skill to a 7 or 8 i think this would balance the 210pts cost you have given him nicely
Ka'meron twice-sworn, scion of magic and might
Deep in the centre of the chaos wastes there is a hidden temple to the chaos gods, at once devoid and overflowing with magic. In it are the corpses of two great champions of the gods, one a powerful sorcerer dedicated to the lord of change and the other a mighty warrior of the blood god, Khorne. Each was on the cusp of daemonhood, and were sent by their patrons to this cursed place to prove their loyalty to and the strength of their patron. They fought for three weeks, each of their bodies untiring at the will of their masters. The sorcerer of Tzeentch cast spell after spell only for it to be absorbed by the burning runes in the warrior's armour. Likewise, the sorcerer used his fell enchantments to absorb the crushing srengrh of his opponent's spells. In a final act of desperation Tzeentch's champion conjured an enchantment of unimaginable magnitude, a vortex of raw power
which would blast his opponent to oblivion. Sensing this, khorne's champion attacked with renewed intensity, shattering the orb at the end of the sorcerer's staff. Not only was the considerable power held in the staff released, but so too was the energy collected for the sorcerer's last spell. The power broke free from it's bonds, opening an immense portal into the realm of the gods and forming a coruscating vortex of energy which consumed the temple. The lords of chaos were never seen again.
In the centuries after that cataclysmic event, word was spread of a daemonic entity wandering the chaos wastes, an ancient suit of arcane armour endowed with magic to at once attract and repel magic. Some see this as simply a tortured spirit such as those summoned by the vampire counts, though there are those who say different: they say that within the armour is a pair of powerful souls, eternally struggling for dominance. In one hand, it is said, the entity carries the staff of a Mage, while the other wields a powerful daemonic axe, adorned with runes of strength and bloodthirsty fervor. Only when the armies of the gods rally together and the gogs themselves unite is it said that the warring
spirits within turn their efforts towards a common enemy, working in tandem with a strength and power nearly unheard of even amongst the servants of the true gods
Ka'Meron Twice-sworn - 450
M. Ws. Bs. S. T. W. I. Ld
5. 5. 4. 5. 5. 3. 7. 10
Unit type: infantry
Special rules: ethereal, immune to psychology, unbreakable, warring spirits
Wargear: stave of the unbound, destroyer's axe, armour of eternal conflict
Warring spirits: the model cannot join units of any type, and may never give it's leadership to others. In addition, at the beginning of each turn, roll a d6 and consult the following table:
1: the spirits' old enmities become too strong and they fight solely against each other
2-3: the spirit of the sorcerer gains dominance - the model is now a level 4 wizard who knows all spells from the lore if Tzeentch and is at an additional +1 to cast, and has a 5+ ward save
4-5: the spirit of the warrior gains dominance - the model gains frenzy, but gains d3 extra attacks instead of one and has a 2+ ward save against magic
6: the spirits cooperate against a common foe - the model becomes a level 2 wizard of Tzeentch which knows all Tzeentch spells, and has frenzy (d3)
Stave of the unbound: whenever a wizard fails to cast a spell within 18", the immediately suffer a miscast. If sorcerer is in dominance or balance, the model receives an additional d3 to dispel
Axe of the destroyer: any magical items wielded by an enemy wounded by the axe if the destroyer are destroyed on a 4+. If the warrior is in dominance or balance, the model receives +1 strength and armour piercing
Armour of the : gives the model a 3+ armour save and immunity to killing blow
Last edited by MightisRight; November 2nd, 2011 at 14:04.
“The ultimate philosophical question, “Am I human or machine” is answered by many people, “I don’t care, as long as I am”
- Myron Krueger
Dave the Deserter “The luckiest bastard, The most useless man in the Empire,”
There is nothing special about Dave, in fact it is the consensus amongst his colleagues that he is most useless person to ever live. He was born in the less desirable quarter of Nuln. He never knew his mother or his father and frankly they were quite glad of it. When the state troop levy came around Dave saw it as chance to get some clean clothes, three square meals a day and a chance to maybe steal some boots. There was only one problem. Dave is a terminal coward. The night before every battle he runs away but because Dave is so thick that even an ogre could outsmart him he always somehow ends up going in a circle to find himself back on the battlefield. But the thing about Dave is that he is incredibly lucky.
He never dies, even when the rest of the army is wiped out, he has a habit of surviving against incredible odds. At one battle when Dave got stuck facing down a giant single handily the giant tripped over its feet trying to stamp him and broke its neck. Another time a Bloodthrister had raised its Axe to cleave him in two when it got itself entangled in its whip and dropped its axe on its skull. When Gorgraff the Black Orc Warboss of the Smashy Smashy Bone clan tried to kill Dave he fell of his boar and was gored to death. Yet Dave still lives but with significantly browner trousers. It is because of his exploits that Dave is now seen as a lucky talisman by any army that he unwittingly finds himself with. The common soldiers talk of him as a legend anda common saying is “as long as Dave is still alive we might make it all out in one piece.”
Dave is a Hero Choice
M4, WS3 BS3 S3 T3 I3 A0 W2 LD1
poor bloody infantry Dave must be assigned to a state troop unit at the beginning of the game. He cannot leave the unit. The only time that he can is if the unit breaks and Dave is still locked in a challenge then he has no choice but to stay in place and cower in fear behind his shield
Dave is Alright Dave cannot lead the unit he is placed in for he is after all the lowest of the low but if Dave is alive then the unit he is assigned to has leadership 10 and the Stubborn special rule.
I don’t want to but your going to make me anyway Dave must always issue and accept all challenges, this is not because he particularly likes fighting them but is because trouble seeks him out. Also if a model can accept the challenge they must because no self respecting real soldier (even a goblin one) is going to look a fool declining a challenge from an unwashed, useless piece of turd such as Dave.
You Lucky Bastard Dave cannot fight he never has been able to he just squats down and cowers behind his shield and squeals like a girl, but he has a tendency for arrows to whistle past his ear and his enemies have a tendency to kill themselves in freak and frankly miraculous accidents. To represent this Dave has a 2+ ward save. Any successful attacks in close combat that are saved by the ward save are automatically redirected back to the attacker at the same strength and with any magical item bonuses (ignore armour save etc.). While locked in a challenge Dave is unbreakable. This is not because he is especially brave but because he is rooted in terror to the spot.
Edit: The idea for this guy is for a bit of fun. He is bascily a combat character negater since he can force your opponets dragon/wyvern/Hpa monster to attack him and he is really hard to kill using your opponents awesomeness against him.
Last edited by whatfruit; December 12th, 2011 at 22:09.
"my heart pump gangsta"