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Marine Codicer Hammer

WS 6
BS 6
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 2+/4++

Weaponry: Hammer is armed with a Bolt Pistol and a Force Weapon.

Can't touch this: Marine Codicer Hammer's enemies are so stunned by his Litanies of Rap that their blows, literally, cannot touch him. Marine Codicer Hammer counts as being equipped with Artificer Armour, Iron Halo, and Adamantine Mantle.

Stop, Hammertime: When in combat, Marine Codicer Hammer's dance moves leave the enemy in his dust. He counts as having the psychic power "Veil of Time".

hey...you never know :p
 

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Warboss Gitsmaka Dungfoot

Ok... i just copied this outta an msn conversation, so please forgive any inconsistencies/errors within the text :D

hes an ork called gitsmaka dungfoot
he grew up on a kroot occupied planet after his genetic parent dumstruk dedbrane was killed whilst trying to invade the planet
a kroot tribal leader by the name of grasshopper discovered the young ork in the forrest and took him under his wing (metaphorically ofcourse)


The young ork grew up thinking he was a kroot, and helped them defend and conquer other tribes
eventually he began to grow in stature untill he dwarfed his fellow kroot. The other kroot complained that he was getting rowdier and harder to control.
Grasshopper was saddened by this, but decided he had to tell gitsmaka who he really was....
gitsmaka was quite upset when he realised he wasnt a kroot, and decided to leave. He tried flying, but that just hurt alot when he hit the rocks at the bottom of a cliff he jumped off.
Grasshopper felt bad, and gave gitsmaka a semi-functional crashed imperial transport to fly out on. Gitsmaka was ecstatic and flew out of the atmosphere (barely) into space where he promptly crashed into an asteroid


Eventually (months or years later) gitsmaka's asteroid made planetfall on an imperial agri-world, where gitsmaka crashed into a farmer's barnhouse

the farmer came to investigate and saw a giant ork climb out of the wreckage. He promptly ran to alert the local PDF outpost.
When the PDF arrived, there was a crashed shuttle but no ork to be found.
Also... the farmers 30 chickens and 1 cloth sack were missing....


10 miles down the road, leading into a nearby woodland, gitsmaka was smacking a traveller with an unconcious chicken

when 3 feral-tribe orks stumbled upon him
gitsmaka grabbed his big sack of chickens and threw it at the nearest ork who shot at it with a makeshift crossbow
the bag ripped releasing dozens of chickens who flew in every direction pecking and flapping
the orks were caught utterly off guard, and gitsmaka used this to run at one of the other orks, grabbed his arm and forced him to smack himself in the face saying "stop hittin' urself, stop hittin' urself"
whilst at the same time he was smacking the other ork in the head with his other hand
the traveller got up utterly confused, and took the oppurtunity to quietly move on his way with his horse and cart
This display of orky awesomeness impressed the feral ork tribe which soon came under gitsmak's command (mainly coz he was bigger then every other ork).


Over the coming years gitsmaka built up a mighty waaagh! Waaagh Gitsmaka! He overran the agri-world completetly and then ordered his orks to go around smacking every humie git they could find, and then smear their faces with ork poop for laughs.

He prepared his waaagh! to leave for outer space and beyond, on the great quest to smack as many gitz and cover as many enemies in poop as possible. They are now on their way to gitsmacking-poopthrowing bliss
Thats the background bit chunky I know, but I wanted to have a clear image of the guy, you know?
anyway... the rules:
first off... gitsmaka is a special character, and so may not pick any ork wargear other then what he comes with...


Gitsmaka's Gitsmaka - A giant club which gitsmaka uses to smack gitz. Counts as a 'uge choppa, for combat purposes, with the added rules as follows....

on any turn where gitsmaka makes a charge he may choose to make one special bonus attack before any other combat occurs, at the expense of losing one regular attack
A single enemy model in combat that gitsmaka chooses is affected...this attack is rolled to hit and wound as normal, however, no saving throws are required because it does not inflict a wound, but instead
if succesful the model hit, may not attack or be attacked for the remainder of the combat
(representing gitsmaka knocking them out with his gitsmaka, until the next round of combat )


Gitsmaka's Krootgun - Due to his kroot upbringing gitsmaka always carries around his handy kroot gun (however it is badly malfunctional detailed later...)

Gitsmaka's Krootgun counts as a pistol weapon (giving him 1 extra attack in CC), with the following changes...
Gitsmaka may only see 2D6" each turn not the full twelve, and this must be rolled every time he checks range to a target
Gitsmaka's BS is only 1 (hits on 6) due to his poorer then average ork aim
the stregth of the gun is rolled as D3+2 every time gitsmaka wishes to shoot
no ap value
additionally...
if gitsmaka should roll a 1 to hit... then another dice is rolled
if this turns up as 5 or less... gitsmaka takes an automatic wound at the same strength value (D3+2) as the gun blows up in his face
if this happens gitsmaka no longer counts as having a second close combat weapon and may no longer shoot (duh! )
however, if he rolls a 6 on the second dice, then gitsmaka gets frustrated as the gun does nothing, and he throws it at the nearest enemy model (only hits if the enemy is within the range obviously)
the enemy takes the hit instead
also... if he rolls a 6 to hit, and then a 6 to wound, the enemy takes not one... but D3 hits at the same strength (the other two rolls to hit and wound must be made)


Dungfoot Tactics - Gitsmaka is a master at hiding himself in his opponents faeces, He also encourages this tactic in his troops... If gitsmaka is included as an HQ choice for an army, then one unit of kommandos must be included

this kommando unit counts instead as a troop choice, but only one unit of kommandos counts in this way
additionally, gitsmaka and the commandos gain a cover save of 6 when not in cover, this is to represent enemies being confused or not knowing where to hit the giant poop piles roaming the field
gitsmaka however wears no armour, so has a 6 cover save but no armour save (he likes to be nakey whilst covered in poop)... so if gitsmaka is wounded in combat he gets NO save, or if he is fired at by a cover negating weapon he also gets NO save... etc.


Last thing...

Chicken Bag!
gitsmaka always carries a bag of chickens slung over his shoulder into battle... on a single turn, if gitsmaka has declared a charge the player controlling may declare a chicken bag attack
this means that gitsmaka throws the bag of chickens at the enemy squad as he gets into combat giving him and any unit he is joined to, initiative 10 for the first round of combat, once it has been used once, it may never be used again, and may only be used on the charge
ok... so thats all the rules
stats wise, he is the same as a normal warboss, cept with BS 1 instead of 2
points cost... normal warboss is 60 points, so i figured add 15 points for chicken bag, 15 for dungfoot tactics, 10 for the faulty pistol, and 10 for the club ('uge choppas are 5) bringing the total to...
110 points

EDIT: I thought I should mention, Gitsmaka's chicken bag rule does not overrule the powerklaw/fist rule. So, PK toting nobs still strike at initiative 1 :p
 

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Marius the Possessed One background

Hey, so here's the fluff and some ideas for special gear/rules for my new Chaos Champion, Marius the Possessed One. Haven't figured out the points or stats yet, just the fluff and some special rules.

Marius the Possessed One, of the Black Legion of Chaos

Marius is on a quest for power, the power to bend all Greater and Lesser Daemons to his sway and become a Daemon Prince in the process. As a young Chaos Marine stationed on a Crone World in the Eye of Terror, he stumbled upon a forgotten Eldar library detailing how to achieve this.

To this end, he has made pacts with the four Ruinous Powers, and for a hundred years each he was possessed by a Khornate Daemon, a Nurgle Daemon, a Tzeentchian Daemon and a Slaaneshi Daemon, After being left by each, he was rewarded with a gift from each Daemon in the form of unique wargear.

Upon finishing his fourth Possession, Marius was given the Mark of Chaos Manifested, which gave him complete control over all Lesser Daemons, despite their affiliation to other masters.

He is currently leading a warband of Black Legion marines and other devoted Chaos followers throughout the Segmentum Pacifica, in an effort to find the Divinitus Daemonica, the last relic he needs to ascend and be able to control all Greater Daemons. It is rumoured that the DD is hidden somewhere in a secret Grey Knights stronghold, and as such Marius has earned the attention of the Grey Knights, who are hunting him mercilessly.

SPECIAL RULES/WARGEAR:

Mark of Chaos Manifested

This special Mark allows Marius to command the complete loyalty of all Lesser Daemons. This manifests on the field as negating any need for Daemons in Marius's army to take Morale checks, and if fighting another Chaos force, each Lesser Daemon unit must pass a Morale check in addition to all other conditions for summoning.

Daemonic Wargear:

For his dutiful use as a host to Daemons of the four Chaos Powers, Marius was granted a unique piece of Daemonic Wargear (plus a lasting change to his physical appearance).

Khorne: Khorne gave Marius a special Dark Blade imbued with a fraction of his essence. In combat it acts as a power sword, and its special attribute increases Marius's Toughness to 6, gives him 2 extra Wounds and increases his Strength to 5.

Nurgle: Nurgle placed one of his Nurglings into the storm bolter on Marius's power fist, which grants infections to his munitions. Every time an opponent fails to make an armour save on a successful hit, he takes two wounds for each. If he makes the save, he must take a Morale check, and if he fails, a Wound is taken two turns from then (ie, if hit on turn 1 but make a save, on turn 3 takes damage)

Tzeentch: Tzeentch gave Marius a cursed cape of human skin, one that shows the greatest image of horror possible to the person who looks upon it. In game terms any opponent making a melee attack on Marius must pass a Morale check, and if they fail they must retreat 6 inches towards their side of the table.

Slaanesh: The Slaaneshi Daemon that possessed Marius failed Slaanesh in some way, and was punished by being transformed into a Daemonic Steed for Marius to use in battle. This is shown in game terms by giving Marius an invulnerable save of 5+, two extra Wounds and one extra attack.

*Note: Here I'm thinking only one special attribute will be used during battle, chosen either by the wielder or randomly, to preserve balance issues.

Weapons: Regardless of special effects, Marius is armed witht he following:

-The Dark Blade, which acts as a power sword
-A power fist with built in storm bolter
-A suit of Artificer armour (if Chaos Champions can wear it, not sure about the rules)


Well there you go. Im also looking for ideas on point cost for Marius, or any other ideas you might have regarding rules, wargear, etc.
 

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Decided I'd do a character, both to contribute this thread and so that my Eldar (forces of Zesh-Kal) have an Autarch.

Let's go through the basics. His name is Iraesuvith, he is an Autarch, having travelled the paths of the regular Aspects common to all Craftworlds, as well as the ones more particular to Zesh-Kal, such as the Crushing Hounds, Blade Ghosts, Sonic Reavers, and more (I take the approach that in as massive a ship as a Craftworld, there would be much distinct culture, and consequently, many Warrior Aspects beyond simply those common to all Craftworlds). He was, prior to his injuries, a mighty warrior. And above all else, he was a brilliant tactician and strategist. He understood all nuances of using Aspect Warriors and mighty engines of Vaul. He learned the minds of alien species, of Tau and Ork and Human and more. He was the ideal Autarch.

Yet he suffered a fatal flaw, and that was pride. So well was he regarded by his peers, and so capable in battle, that he grew over-confident. He saw all other species as inferior, and over time, as so many enemies fell before him, began to believe himself invincible. It was a deadly error, for he was not an Exarch, he was not a Menshad Korum. And so it was that he at last encountered enemies who he could not defeat. He was ambushed by the Deathwatch while defending an Exodite world. Iraesuvith was taken prisoner, and his army were left without guidance, eventually forced to fall back by Imperial forces. The Exodite villages were destroyed, their world taken and colonised by the Imperium.

For several months, Farseer Iyethilae of Zesh-Kal sought to find him, and while he searched, Iraesuvith was held by the Ordo Xenos. His flesh was cut open, for torture and investigation, while psykers tore through his mind. The ordeal permanently damaged his nervous system, giving him difficulty moving. He would barely be able to walk, let alone fight.

Yet, at last, Iyethilae managed to track down the Inquisitors to their base, wherein Iraesuvith was held. It was a well-defended fortress, and a ground assault would likely cost many lives. Yet their defenders were Deathwatch Space Marines and Inquisitorial stormtroopers, and there was one method of attack which they could not counter. Iyethilae ordered the deployment of one of Zesh-Kal's titan clans, the Infinite Storm. The clan leader, Kealaryth, assented, for they had not waged war since Iraesuvith was taken, and she was eager to bring her clan to battle once more.

The mighty engines of Vaul struck. With pulsars and sonic lances, they demolished the surface of the Inquisitorial fortress, the pitiful weapons of the humans doing nothing against the wraithbone titans. Iyethilae then sent a force of Howling Banshees and Crushing Hounds to scour the lower levels. The Imperial forces stood little chance, dying to the agile blades of the Howling Banshees and torn apart by the brutal gravity flails of the Crushing Hounds.

Iraesuvith was recovered, yet Iyethilae learned, to his horror, what had become of him. The autarch was near death from his ordeal. His injuries were horrific, casting in doubt whether he would even survive, and Iyethilae wondered if it would not be more merciful to let him join the Infinity Circuit. Considering the final fate of Craftworld Zesh-Kal, it was fortunate indeed that he did not.

Iraesuvith did, eventually, manage to recover. Yet he could not fight - the damage the Ordo Xenos had done to him was permanent. Fortunately, his mind was intact.

He requested the creation of tools to help him continue command. The artisans of Zesh-Kal crafted an anti-grav throne upon which he could sit, equipped with a holograhic generator to show him the battlefield and allow him to direct his troops.

He had learned the folly of pride, though the lesson had cost him dearly. So ends the story of Iraesuvith, the crippled autarch of Zesh-Kal.

Physical characteristics:
- Wears no armour, merely a simple robe in the black-and-white colours of Zesh-Kal.
- No hair.
- Skin is disfigured and maimed, with burn marks and scars running across his entire body, including his face.
- Wears a breath mask, as his lungs require carefully filtered air. Mask covers his jaws as well as his nose (which was cut off).
- No ears; they were cut off. Mask extends back and covers these as well, with auditory filters.
- Can barely even walk on his own, usually remains seated.
- Sits on an antigravity throne that generates a view of the battlefield (since he tries to avoid entering the battle itself). Accompanied by a bodyguard of Exarchs, a Farseer to advise him and communicate his orders to the troops (Iraesuvith cannot speak, and must communicate psychically), and usually a younger Autarch or two to learn from his techniques.

Strength:
Brilliant tactician and strategist.

Weakness:
Crippled, cannot fight, can barely do anything physical on his own.

Tabletop representation would be best as some form of boost to the player's units. Iraesuvith would avoid direct combat, so there would be no model, simply that bonus (movement speed? damage?) as a representation of his guidance.
 

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Well here are a few questions I would like to ask:

1) Can the people of my characters homeworld consider him a saint?

2) Can he be like an overseer of a couple planetary systems?

3) If he is able to overseer can he still command the Imperial Guard of his homeworld?
 

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THese are my suggesstions

Well here are a few questions I would like to ask:

1) Can the people of my characters homeworld consider him a saint?

Yes. If he has the support of the Ecclesiarchy then so much the better. If he doesn't then he might be declared a heretic (This doesn't necessarily matter in game terms after all you will probably fight Witch Hunters or Guard at some point).



2) Can he be like an overseer of a couple planetary systems?

Yes. You get planatery govenors but also Sector Lords and other levels of control.


3) If he is able to overseer can he still command the Imperial Guard of his homeworld?


Very unlikely he would command the Imperial Guard. The whole point about the demarcation of Imperial forces is that they are all very seperate to prevent rebellion.


Hoever it is likely he would have his own household troops. These might operate and be equipped in a very similar manner to the Imperial Guard, including tanks (so in game terms be identical).

Only very large support weapons such as super Heavies or Titans would be (probably) unavailable to them.
 

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What are some possible ways he can fight personally along side the Imperial Guard?

And thank you for your help so far. :rotfl:
Well one idea I suppose is to say that as a high ranking Imperial Guar officer (way above Colonel, General at least) he has taken command of the running of the system during a time of great emergancy or war.



But the system needs to be in complete turmoil as in right in the middle of a Ork Waaaagh or a Tyranid invasion or the Imperial authorities would never go for it.
 

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A 51st Century Man
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Well one idea I suppose is to say that as a high ranking Imperial Guar officer (way above Colonel, General at least) he has taken command of the running of the system during a time of great emergancy or war.



But the system needs to be in complete turmoil as in right in the middle of a Ork Waaaagh or a Tyranid invasion or the Imperial authorities would never go for it.
How about a warp storm? Or chaos upheaval?

O' and Vistor Q you have been most helpful. I rep you for it. :rotfl:
 

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Warpstorm gets used a lot and there is no particular reason why that alone would mean an Imperial Guard commander would have to take command of a sector. After all govenors are meant to be able to deal with things like that anyway.


Chaos upheaval would work. Especially if the previous Sector Lord (or whatever title you want to give him) was the one who had rebelled.
 

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Marine Codicer Hammer

WS 6
BS 6
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 2+/4++

Weaponry: Hammer is armed with a Bolt Pistol and a Force Weapon.

Can't touch this: Marine Codicer Hammer's enemies are so stunned by his Litanies of Rap that their blows, literally, cannot touch him. Marine Codicer Hammer counts as being equipped with Artificer Armour, Iron Halo, and Adamantine Mantle.

Stop, Hammertime: When in combat, Marine Codicer Hammer's dance moves leave the enemy in his dust. He counts as having the psychic power "Veil of Time".

hey...you never know :p
Firstly, this is beautiful.

Secondly, everyone needs a nemesis...

Name: Vanilla Ike

Faction: Chaos

WS 4
BS 4
S 4
T 4
W 3
I 5
A 4
Ld 10
Sv 3+

Weaponry: Ice is armed with a bolt pistol and Revolving Hook (power weapon)

Turn off the Lights, and I glow: Ike ignores a scenario's Night Fighting rules, as does anyone targeting him, or any squad he is attached to.

Stop, Collaborate and Listen: When in combat, Ike's chants and poems leave the enemy stunned. He counts as having the psychic power "Veil of Time".

Retinue: Ice may be accompanied by a squad of Noise Marines. Otherwise, he will be considered to be going solo (Independent Character)
 

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Commander Volcanicstrike from Tash'var Sept.
WS:4
BS:4
S:5
T:4
W:3
I:3
A:3
Ld:10
Sv:3+

Special Equipment:
Mark 3 Flamer: A specially designed flamer for a commander that has to fight against the orks a lot. It has AP 4 and the ability to hit people 1' away from template cause it burns hotter and can move it side to side, but must forgo the assault ability for it.

Antique Bonding Knife: Family Heirloom that has been rumored to come down from the original Fire Warriors that bonded together.

Special Abilities:
Crisis Suit: Deep Strike and Acute Senses

Fringe World: Cause so far away from Kroot Worlds, Kroots cost double points.

Baptism by Fire: For an extra 10 points per model, Fire Warriors get +1 to BS. Also, Shas'ui get +1 to leadership.

Through Hell and Back: All Tau soldiers that have access to bonding knife get it for 0 points.

Still working on the background story.
 

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I'm glad my Sgt Rain fits those criteria. He is my favorite character I've
Made, so much so that I am tempted to make him a member of my
Inq squad as well.
He is from a system that has nearly fallen to orks. The primary planet,
Atarina has only 25% of the srfice under imperial control. 3 forges and
The imperial citadel. Rain slew his first ork at the age of 13 when he took
His fathers las-rifle and shot an ork 'ard boy threw the eye, saving a squad
Of guardsmen, the squad adopted him and under their tutalige he became
An expert marksmen.
Now at the age of 24 Rain has reached the rank of Sgt and has been given
His own squad, he hates orks but loves every man he serves with as a brother.
He built his own rifle, crafted it to kill even the toughest ork, the FSAPS rounds
It fires are hand made and etched with curses against his most hated foe.
 

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Vanilla 5th marines

I use vanilla 5th special HQ's with changed names. This may sound like poor imagineation, but there are many char's with exactly the background I need for my army and as they are already balanced, costed and ready to go, it's simple for both myself and opponent's playing me.

Cassius is my primary SP Char - my army is themed totally anti-tyranid and my fluff reflects this. My marines are fleet based after a nid attack on their homeworld and having recognised the threat they re-wrote their combat doctrine.

I have other armies, all themed anti-nid and with the required SP Chars equiped to deal with this threat. I don't believe in god-like home-made SP Chars, but I do believe in strong chars that fit a specific fluff that CAN be god-like in the situation that they are made for (cassius against nids has never let me down)
 

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I haven't read the entire thread (up to pg 8) so I'm not sure - are you able to develop fluff for and create rules for SCs which are given some background but no rules? (if not I'll just change the name)

If so, here's my contribution for the necron war effort:

Rakszan, Last of the Khansu

When the C'tan offered the Necrontyr eternal life through the process of biotransference, none fought the change harder than the lords of the Khansu dynasty. Rakszan was an ascendant prince at the time, and was one of the few who embraced the change, seeing the other Khansu as stubborn fools. After his ascendance he led the wars against the resistance of his people, forcing them into biotransference and killing those who were deemed too much of a threat. After this victory, he saw that what remained of his people were slowly being killed off in the War in Heaven, sent into unwinnable battles and leading suicide raids. Gradually he saw the error of his ways, and began to resent the C'tan with all of his being. When the Silent King ordered the Necrons to turn against teh C'tan, Rakszan fought with almost religious fervour, seeing his actions as atonement for the betrayal of his people. While the C'tan were shattered into shards, many of these escaped, divided though they were. He made it his personal mission to find and capture all of the remaining shards, a quest which took control of his life. To fulfil this mighty goal he took up the mantle of a destroyer, forgoing what remained of his life in pursuit of his hated foes. Though not afflicted by the same illness as the other destroyers, he is no less insane, and will go to any lengths to reach his quarry, destroying all who stand in his way. Some say that in his travels he becomes more and more enraged the further he comes to fulfilling his goal, seeing that the end is in sight. Others say the Deceiver, master of irony, cursed him during his final battle, inflicting him with a virus which would gradually wear down his mind, turning him into as mindless a killing machine as any of the stargods.

Rakszan, Last of the Khansu - 230

Destroyer lord with:

Warger: Warscythe, Sempiternal weave, Aegis of the Hunter, Tesseract Labyrinth
Special rules: Furious charge, preferred enemy, rage eternal, ancient grudge

Aegis of the hunter: provides a 3+ invulnerable save, as well as making any to hit rolls against him -1
Rage eternal: allows Rakzan to re-roll to wound as well as hit when attacking monstrous creatures
Ancient grudge: a C'tan cannot be taken in an army that includes Rakszan. In addition, he must attempt to reach combat with any C'tan controlled by the opponent in the same way as the 'rage' USR
 

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Hi,

I've been writing homebrew special characters at my local GW since the Legion of the damned codex came out. I tend to make them fairly balanced and usually to the kind of character that the intended user wants.

Among these have been:

A Chapter master who used to be a master of sanctity, a sevitor dreadnought, a farseer whow now follows the path of an autarch and an ork warboss who prefers to loot the tau rather than the 'umies

My favourite 2 howerver have been my own characters:

Knight commander Porthus of the 11th company (Chief Apothacary)
He's a captian with a paragon blade and a nathrcim that can let him make a smash attack
He can never be the warlord as the 11th company was created to force him to utilise his tactical abilities

And Messorim
My LotD librarian who was created when my LotD sergant arrived with a miscast sword arm
He makes it so that LotD squads can roll for reserves 1st turn, gets both LotD rules, is a Lvl 3 psyker who can join and leave LotD squads as well as battle brother squads who can benifit from his warlord trait.
He gets Iron arm in addition to any other rolls for psychic powers, but can only benefit from psychic focus on pyromancy. In addition he may reroll a single failed die from warp charge roll per turn
 

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Fluff Nazis will murder you for a couple of those (the Farseer Autarch for sure), but I do like the rules for your Librarian.
Quite sure they would, but things like replacing a pheonix lord (which should be impossible) have happened, but I thought they were interesting enough. Not my fluff anyway, for those guys. I make rules based on other people's fluff so we don't end up with 50 Abbadon copies running about.

Thanks, I wanted him to be powerful without being broken. He's got a fairly hefty price to use
 
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