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Make rules for the above person.
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Old 13 Jun 2005, 17:11   #1 (permalink)
Shas'O
 
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Default Make rules for the above person.

Like so.

Elflord.

May be fielded in all types of Elf forces - Dark, High, or Wood.

Highborn statline, with 6" movement and FoF

Wargear: Heavy armour (4+ save), Great weapon (heavy CCW), peanut butter and jelly grenades. May only throw 1 type a turn.

Peanut butter grenades: Its so sticky! 6" range weapon, if hit a model (using BS value as normal) it may not make any actions for a turn whilst it licks itself clean.

Jelly grenades: Its so tasty! Theres no real effect from this grenade, but if a unit was hit by peannut butter last turn then they must take a Ld check or be removed from the table as they run off to make a certain kind of sandwich.
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Old 13 Jun 2005, 18:37   #2 (permalink)
Shas'Saal
 
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Default Re: Make rules for the above person.

Elflord.

May be fielded in all types of Elf forces - Dark, High, or Wood.

Highborn statline, with 6" movement and FoF

Wargear: Mod armour (4+ inv save), Modweapon - roll on the following chart

roll D6

1-2:- Lock unit (may not move for the rest of the game but may still fire)
3-4:- Move unit (select any unit from ether side and move them to a location of his choosing)
5-6:- Delete unit (removed as casualty but does not confer VPs)

Off topic grenades - any unit hit with these are immediately deemed off topic for the game and removed from play

special powers -

Enclave - Psychic power, area effect. any unit within 2D6" comes under the control of the Elflord for the remainder of that turn. this power can only be used once per battle.

;D
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Old 13 Jun 2005, 18:44   #3 (permalink)
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Default Re: Make rules for the above person.

Or how about this:

Elflord, flame of Saim-Hann.

This model is a special character and can only be used with a Saim-Hann Eldar craftworld army.

Wargear:
Eldar Jetbike
Banana Sword
Peanut butter rifle
Jelly grenades

The banana sword is so ridiculous (being made of reinforced banana) that it can bring an entire army to its knees. Any enemy squad still in cc with the Elflord at the end of the assault phase must take a leadership at -2 modifier. Every squad must take this test - even those which are said to pass any test automatically. If they pass they fight normally next turn. If they fail they fall over in paroxysms of sheer laughter. The Elflord will automatically hit with all his attacks in the next assault phase and they will not be able to make any attack backs.

the peanut butter rifle is a very sophisticated piece of equipment which fires peanut butter at the enemy. It has a range of 24 inches and uses the ordnance blast template. It is an assault 1 weapon. It does not scatter. Any enemy squad covered by this template have to roll a D6. 1-2 means that they move next turn as if they were in difficult terrain. 3-4 means that they can't move next turn - as they have been utterly immobilised by the peanut butter buit they can still fire. 5-6 means that they can't fire either - as the peanut butter has jammed their weapons.

The Jelly grenades have a range of 12 inches and are used by the Elflord in the shooting phase. They use the normal blast template and are assault 2. The Elflord may fire these two shots at two different squads if he wishes. Both of the grenades themselves do not have to fired at the same squad the Peanut rifle was shot at! Any squad covered rolls a D6. 1-4 - they may not fire next turn as the jelly forms a barrier between them and their target. 5-6 - each member of the squad takes one automatic hit from the weapon they are holding - they fired at the jelly and the shot richoched back and hit them!

The only saves enemy models may take against the peanut rifle and the jelly grenades are cover saves.

Special Rules
Hawksight - The Elflord has 100/20 eyesight! He is never affected by the night fight rules (although the enemy must still role to see whether they can see him! When shooting against units in cover - their cover save is reduced by 1 - a 5+ becomes a 6+.

Upgraded Rune armour - Elves have great forms of protection. The Rune armour gives the Elflord a normal save of 2+ and an Invulnerable of 4+. His toughness is 3 - but 4 because he's on a jetbike!

Fearless - Running into a blood crazy hoarde of enemies wielding nothing but a banana sword. You'd have to be pretty darn crazy fearless to do that wouldn't you!

Think that's everything - hope you like it Elflord9d!
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Old 13 Jun 2005, 18:56   #4 (permalink)
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Default Re: Make rules for the above person.

Tau Killer

WS BS* S* *T* W* A* * I LD* SV
* 6* * 4* *4* 4* *3* 3* *10* 10* *3+

Equipment:

Manreaper, Master crafted Kustom Bolt Pistol (Assault 2, Strength 5, AP 3), melta bombs and Chaos rune.*

The Tau Killer is completely fearless, and will never fall back, EVER. No matter what any othre rules say. He ain't going ANYWHERE. He is staying where he is and mauling through Tau.

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Old 13 Jun 2005, 19:21   #5 (permalink)
Shas'Saal
 
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Default Re: Make rules for the above person.

Hatman

May not be fielded in games of less than 2000pts

may be included in any chaos army as long as the leader has the mark of slaanesh or undivided (as elite)

Profile as noise marine

Equipment

Sonic Axe (the gorkfather)

range 72"
Str 8
AP 1
Assault3, rending
also counts as 2 ccw

Warp scream
Mark of Slaanesh
combat drugs

when killed all units (regardless of side) must take a moral test (even if they do not normally have to) at -2 or fall back this is due to the piercing death scream.


;D
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Old 13 Jun 2005, 19:45   #6 (permalink)
Ethereal
 
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Default Re: Make rules for the above person.

Wile E

As Kroot Shaper, with the following modification:

Where Am I? Wile E and his squad cannot infiltrate.
The Biggest: Wile E, and all Kroot he leads, are Toughness 4/
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Old 13 Jun 2005, 19:54   #7 (permalink)
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Wargamer:

Not in himself overly powerful, but has amazing tactical benefits. By taking wargamer you get to have the opponent deploy his entire army before you place one unit, you never have to keep units in reserve and you automatically get the first turn. Wargamer has stats for an average imperial guardsman, plus three wounds, but he can never lose more then one wound a turn, and after every wound will teleport 4d6 in a random direction.

Wargamer has a force weapon, and a sting gun (counts as Hell pistol)
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Old 13 Jun 2005, 23:34   #8 (permalink)
Shas'La
 
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Default Re: Make rules for the above person.

Hatman, The Jedi Ork.

Hatman counts as a Ork Warboss that may take 1 psychic power from any codex at the cost of the psycic power +10.

Hatman is big and ugly, so any unit that assaults him gets minus 2 leadership while still locked.
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Old 14 Jun 2005, 00:14   #9 (permalink)
Shas'La
 
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Default Re: Make rules for the above person.

Lord Phish

Chaos lord of Nurgle

has asistent green banana that screams go Phish makeing him fearles. the bana has this profile WS BS S T W A I Ld SV
0 0 0 5 1 0 0 12 4+
cutter of pain that counts as a power wepon and wenever it scores a wound fources the unit to flee screaming I wish u not cut me so bad aarrggghhhhh!!!! evean fearles units must fleee before its aful power

plasma pistol

Holly chees: Phish may fire at the chees with his plasma pistol and when he dose this the chees is destroyed and all units are remooved as casualtys no saves alowed!

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Old 14 Jun 2005, 06:05   #10 (permalink)
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Default Re: Make rules for the above person.

ahstbn.
ahstbn character has the following profile.
ws bs s t w i a ld sv
6 1 1 1 6 1 5 8 -

ahstbn is a mage of insignificant power. he has little to do in a battle other then stare at the enemy from short distances and prolonged periods of time. his obsoleteness is enough to burn the souls of any one in any situation.
when an enemy comes within 6" must take a moral check at a -3 modifier. if this test is passed they then must take a pinning test at a -4 modifier.

when ahstbn assaults the enemy unit must roll for a consequence.
1-2 the unit attemps to destroy themselves and must take a armour save. no invunerable saves are allowed.
3-4 the unit runs 3d6 in no particular direction and must take a pinning test at the -4 modifier
5- the unit becomes stunned and does nothing for the turn. it will not attack back.
6- the unit build up the strenght to fight ahstbn but has a -2 modifier on LD and a -1 modifier on WS.

the army feilding ahstbn is so fearless of this creature they only fear what he will do and thus are counted as fearless. once ahstbn dies the feliding army must take a LD test for each squad. if passed the squad or character remians fearless. if not passed the squad or character are no longer fearless and must take an instant pinning test.
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