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| Legendary Heroes; Let's Brainstorm | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Tweet Topic Started: 5 Sep 2014, 12:01 PM (1,645 Views) | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
| Aphyria | 4 Oct 2014, 01:29 PM Post #21 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Taunt actually seems like it might be a bit -too- strong, if it's automatic. Maybe a LD test for the charging unit to ignore him? | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| vncnt | 5 Oct 2014, 05:49 AM Post #22 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Yeah, I'd probably just make Taunt and Guard at 3" instead of 6". That way you'd have to be right on top of him to actually benefit instead of him dashing around and tanking saves for everybody. |
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| Tack | 7 Oct 2014, 05:35 PM Post #23 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Well I ended up giving him a power maul and grenadier gauntlet, and having him and the ministorum priest function as a squad (which gives him Zealot. ((Worse form of fearless))) Before I "promoted" him, I'd given him mighty blow and Furious Charge- so he's keeping those. The grenadier gauntlet is 12" and has the same profile as a Krak missile, rather than the standard frag. I also made the gauntlet act as a pistol for the purposes of assigning extra attacks. Obviously without a slab shield or brute shield his only save is the 4+ armour, but I'm basically expecting the T5 W3 to save me, so it's not a problem. Possible other rules I dreamed up but haven't implemented (we're doing a points & council approval thing) Lumbering Assault: Herb rerolls any sixes for assault range, but on any assault in which he had rolled a 6, his hammer of wrath attack is resolved at S10 AP- Ogryn Retribution: If Father Wisconsin is ever removed as a casualty, Herb may immediately make his full compliment of attacks against the model which dealt the killing wound. He may not attack again this phase. Stomp 'Eads: Herb can sacrifice his attacks to auto-wound a single knocked down enemy model, or remove a stunned enemy, instead of being forced to attack standing models. (Keep in mind he has 4 attacks +1 for two weapons +1 if charging) For Father Wisconsin, I've given him the "Duck and Weave" rule, which lets him take an improved (4+) intervening models cover save when behind herb at range, and allows him to take the same save to shift succssful attacks to herb in close combat. *Also, disclaimer- I merely have his current, unconventional arms just loosely stuck on , so I can switch him back to Bone'Ead for standard games.* Edited by Tack, 7 Oct 2014, 05:43 PM.
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| vncnt | 8 Oct 2014, 03:47 AM Post #24 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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I like the idea of him being a Hero squad (My own Bullgryn has an entourage of a Priest and Medic, both of whom I am haphazardly attempting to make look like wrestling announcers/referees), I think it gives it some neat variation. Giving him what is essentially an Assault Missile Launcher seems kind of overpowered for a melee oriented hero. I think just having him fire Krak GRENADES instead of Krak missiles or Frags for purposes of shooting would be decent enough. Or maybe have him be able to swap between Frag and Krak grenades while he's at it. Not entirely sure how him having 5 attacks would work though, probably fine overall. I'd change Lumbering Assault to strike at S8 or S9 since S10 attacks need to be extremely rare in Kill Teams I feel; no one likes seeing their fancy T5 dude getting instant-deathed at so low a model count. Ogryn Retribution seems fun but don't forget to give him Nork's addendum of being able to do it after having attacked already. Stomp 'Eads seems too situational rules-wise due to it incorporating the Optional Injury Rules that people might not run. Maybe have it be "Trade all attacks for a single S8 AP2 hit" so it'd be Smash-lite or something. Father Wisconsin should probably have a thing where he auto-passes Look Out Sir! rolls directed to Herb. I also don't think giving them both the regular Fearless and Hatred rules from Priests would be too bad. If not that then have it when Father Wisconsin dies Herb gains Fearless and Hatred (Team that killed Father Wisconsin) for the game or campaign, depending on whichever you're playing. |
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| Pego | 8 Oct 2014, 07:28 AM Post #25 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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To go back to Nids, I feel that the 4th ed. codex could be used to draw some great inspiration towards special characters. There were so many options availible that we could build on to it. I remember there were even specific builds listed under the unit's entry. I'll give it a good read through over the weekend and bring in some more ideas then. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Da Skyman | 28 Jan 2015, 02:17 AM Post #26 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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I finished up a hero that I really want to try out. Maybe you vets can help me tune him to be more balanced. I want this character more for the modeling opportunity than anything else ![]() PETER CALAMUS Revised his profile, as per recommendations. Check farther down for his updated profile Edited by Da Skyman, 30 Jan 2015, 01:20 PM.
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| Aphyria | 28 Jan 2015, 10:36 AM Post #27 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Large Blast Graviton....ye-no. Sorry, but that's just a liiiittle much. Normal blast would be fine though, since one use only (and might want to specify that due to rare nature of the grenade, extras cannot be bought at all, just in case someone tries to do that). I like the idea of the stun mode, but I can't imagine Strikedown ever really being -that- useful. Not sure what kind of rule would work well in its place, except maybe pinning (seems still thematic, whilst also being a tad more useful). Overlapping frequency is a really neat idea, but not sure if the ability to suddenly become S5/AP3 is quite balanced enough - someone else might want to look it over, since I can't really test it right now or anything. A possible alternative however - Double Strength, one better AP (i.e. - the beams converge to create a S6 shot at a slightly higher combined frequency to represent AP4). That's just me however; it's definitely a good concept, though a 'Master Thief' character makes me want to say some more special rules are in order XD |
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| Da Skyman | 28 Jan 2015, 05:10 PM Post #28 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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yeah large blast is too much. I get so excited writing stuff I want them to be more useful. What if, instead of Strikedown (or in addition to) it has a different rule: Gravity Well- strength test, if failed must immediately go to ground. Would be worthless against fearless units, just like Strikedown would be worthless against models that move through cover. The two combined would make it useful against Most models. The stun mode on the gun is something I can't figure out. I thought of Pinning, but that must cause unsaved wounds to work, which doesn't fit with the "stun" concept. Maybe I could make it Strength 2 and add Blind. It then has even less chance to kill something but adds an additional "debuff" that is triggered by a hit. S6 AP4 single shot sounds better too. After all, a thief shouldn't really be capable of tangling with a Space Marine all on his own. Thanks for the input! what sorts of special rules are you thinking for the Master Thief? |
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| Aphyria | 28 Jan 2015, 06:21 PM Post #29 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Oh I wasn't talking about strikedown on the grenade - its fine as is (once changed to 3" blast). Strikedown is fine on it (a neat little -sometimes useful, sometimes not- bonus; I think gravity well might be pushing it a bit. I was actually talking about Strikedown on stun mode XD Blind is okay, but then wastes the advantage of two shots (since you only take one blind test per phase). Perhaps making the stun mode a bit like a buffed version of blind - "At the end of the phase, a model hit by a weapon with the 'Stun' special rule must take an initiative test - if failed, it is reduced to Weapon Skill and Ballistic Skill 1 until the end of its next turn. If a model is hit more than once by weapons with this special, the difficulty of the initiative test is increased by 1 (i.e. - a model with Initiative 4 is hit twice by pistols with the 'Stun' special rule, and as such, tests as if it had an initiative of 3). Hopefully not too strong, but adds a little bit of flair to the weapons. Special rules wise for the character himself....definitely Stealth and Infiltrate, maybe Scout as well. Fleet isn't out of the question either, and perhaps consider Hit & Run and Move Through Cover. This is all to represent his ability to manoeuvre in a terrain-dense environment and make the most of it. Almost like a mini-Marbo actually. In addition, maybe a version of Split Fire that allows him to shoot at two different targets if firing the pistols in stun mode (as overlapping frequency would require being aimed at the same person/unit I think). Finally, a neat little bonus perhaps - Don't Bring a Gun to a Knife Fight (Bring Two): A model with this special rule may choose to forgo all of his normal attacks in close combat to make a single attack with the following profile (this decision must be made at Initiative Step 10)~ S: User , AP: -, Disarm, Dirty Fighting Disarm: If a model receives an unsaved wound by an attack with this special rule, it may not make more than 1 attack in the same assault phase. Dirty Fighting: This attack is particularly underhanded, as the Master Thief makes a parry and jab with his pair of pistols, using every ounce of speed he has available to him. As such, he makes this attack at Initiative 7, regardless of any penalties to his initiative - a master thief isn't about to fight fairly! |
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| Syrias | 28 Jan 2015, 07:53 PM Post #30 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Actually, that's not a bad idea. Can we have a Marbo? I think he'd be a perfect addition to IG lists (Maybe them only?); it would add a spectacular replacement to our traditionally woeful special (read: "Elite") selection, and might go a good way towards helping non-Scion-based lists viable. Plus fluff-oriented players would have a character to enjoy, and Marbo as a character would make sense in such a role. *cough* ...anyway, Maybe pull the statline from the 5th Ed. codex? He's strong as hell, but tissue paper, and the point cost is pretty commensurate. And it might bring back some fear of the Imperial Guard. Marbo and an all-Scion list? That'd feel like running some seriously badass special forces squad. Even cooler if you swap it out for a mixed unit with Marbo and Inquisition parts. It's just too cool for school, I think, so there is your application. Cheers. |
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| Aphyria | 28 Jan 2015, 09:13 PM Post #31 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Oh, definitely not Marbo himself. The demo charge and appearing where he wants thing alone is just a bit much I think XD I do love Marbo though, which is why I like this concept (since, as I said, it's kind of a mini-Marbo, fit for Kill Team). | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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| Da Skyman | 30 Jan 2015, 02:53 PM Post #32 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Ok. I've revised Peter Calamus. I wasn't originally going for a mini-marbo character, that seems like a totally different way to go but sounds awesome! Here is the new version. I changed a few things, so let me know what you think. In case it wasn't already obvious, this is a Star Lord character. Peter Calamus A legendary outlaw; notorious for his unscrupulous dealings and the exotic equipment he has "acquired" during his shady career. He is a skilled thief, an expert treasure hunter, and is always available to the highest bidder,. Despite his unsavory occupation, he is charming and charismatic, making friends with all the right people in all the right places. This allows him to openly continue his business of commissioned thievery, despite the best efforts of local Adeptus Arbites.
May Hire: All Factions except Tyranids & Adeptus Arbites Wargear: 2 Rogue Pistols, 1 Graviton Grenade, Flak Armour, Special Rules: Character, Scout, Hit & Run, Jink Master Thief: Calamus always controls objectives/artifacts/relics/legendary weapons etc. that he is in base contact with, regardless of other models. He can re-roll the result for objectives that he discovers. If a Legendary Weapon is "lost forever" after a battle, and Peter is still alive, the weapon can be transferred to Peter's employer for 5RP. Adeptus Arbites faction models gain Hatred(Peter Calamus). Quickdraw: may re-roll missed snap shots Lucky Bastard: may re-roll the result on the Core Injury Chart Rogue Pistol The Rogue Pistol was originally designed for Arbites Judges and was one of the Lawgiver's predecessors. However, it lacked the killing power that many Judges preferred so it never went into production. Only a hundred were manufactured and distributed for field testing, making Peter's set extremely rare. Calamus' pistols are his most prized possessions.
Overlapping Frequency: If Calamus fires both pistols in beam mode, and hits with doubles, a single S6 AP4 hit is resolved against the target instead of two S3 AP5 hits. Graviton Grenade A rare and heretical application of gravity technology, found only in the black markets. Graviton Grenade
Gravity Well: Hit models take a Strength test. Models that fail are moved to the center of the blast marker and immediately go to ground. He's toned down so that he doesn't really put out much damage, and he can't take much either. I think he'll do well as a flanker, turning over objectives and engaging when he has to. In the right circumstances he could make some key debuffs too, but if he ever gets caught in the thick of it he'd be toast. |
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| Aphyria | 30 Jan 2015, 03:32 PM Post #33 | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Sounds alright, though I have to wonder how he's jump infantry...? Unless you meant for him to have a Jump Pack but didn't give it to him lol. Also, Jink...doesn't really make sense, since he's not a skimmer, flier or bike. If you were after some kind of ability to cover save on the fly, perhaps find a mesh between the evade skill for wyches (Dark Eldar) and jink? It'd need to be written out however. Otherwise, good job! Adds some flair for a relatively appropriate cost. |
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7:34 PM Jul 11