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#1 (permalink) | |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: Stony Plain, Alberta, Canada
Posts: 1,119
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So I'm sitting here wanting to create special rules for my marshal, and here's what I came up with. It will need alot of refinement I think, because I'm creating this guy as I'm typing this lol.
The Rosen Knights are a Black Templar successor chapter, and those of us that choose to do so, will be using the Black Templar codex, such as myself. [table][tr][td] [/td][td]Cost[/td][td]Ws[/td][td]Bs[/td][td]S[/td][td]T[/td][td]W[/td][td]I[/td][td]A[/td][td]Ld[/td][td]Sv[/td][/tr] [tr][td]Marshal Lepturos[/td][td]***[/td][td]5[/td][td]5[/td][td]4 (6)[/td][td]4[/td][td]3[/td][td]5 (4)[/td][td]3 (4)[/td][td]10[/td][td]2+[/td][/tr][/table] Weapons: Talon of the Aquila, Artificer Armour, Iron Halo. He is also equipped with Terminator Honors, Crusader Seals, and Frag Grenades. Independant Character: Marshal Lepturos is a an Independant Character. See the Black Templars Character special rule for more details. Rites of Battle: If Marshal Lepturos is on the table then all other Black Templars units may use his leadership for Morale, Pinning or Leadership tests. Command Squad: Marshal Lepturos may lead a Command squad. See the unit entry for details. Vows: Much like the Emporors Champion, Marshal Lepturos is so devout in his faith, that before each battle he makes a vow. You may choose a second vow for the points cost listed, but may not select the same vow twice. Talon of the Aquila: The Talon of the Aquila is an ancient artifact, found on the world of *insert name* after cleansing the planet of the foul xenos, Orks. It's power's have yet to be fully discovered, as well as the whereabouts and method of its creation. It is considered to be a two handed power weapon that adds +2 to Strength and +1 to the Attack characteristics. As well, because the weapon is so large and ungainly, it confers a -1 penalty to Initiative. These have been included in the profile. It definately needs refinement I think Any suggestions for points cost? I'm thinking 170pts sounds about right. maybe to much? Model wise, I think I want to use the Imperial Guards Tech Priest Enginseer and substitute the "axe" for an ushabti weapon. C&C apreciated.
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#2 (permalink) | |
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Ethereal
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I'm curious why he is Initiative 3, not 4...
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#3 (permalink) | ||
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Shas'Vre
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Location: Stony Plain, Alberta, Canada
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Quote:
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Quote:
And Strike With Precision Soon It Blows Up In Your Face And The Smoke Blurs Your Vision" -Mushroomhead Formerly Andrew "Ender" Wiggen. |
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#4 (permalink) | |
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Shas'El
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Marine characters have I 5.
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#5 (permalink) | |
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Shas'Vre
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hahaha oh wow... I didn't even see that! Thanls for pointing that out!
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And Strike With Precision Soon It Blows Up In Your Face And The Smoke Blurs Your Vision" -Mushroomhead Formerly Andrew "Ender" Wiggen. |
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#6 (permalink) | |||
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Shas'Ui
![]() ![]() ![]() Join Date: Jul 2007
Location: Dublin
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Strength 6? Wounds 4? I don't know much about loyalist Marines, but let me ask in my naivete, how can it be explained? Even the ancient Chaos Lords have less Wounds, and Strength 6 is reserved for huge monsters, not human-sized creatures. Maybe this kind of thing is normal for Space Marines, but it looks a little... unconvincing to me.
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#7 (permalink) | |
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Ethereal
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I agree on the Wounds, he should have three.
For clarity, best put his strength as 4(6). Shows it is augmented by Wargear.
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#8 (permalink) | |
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Shas'Vre
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Yeah, I was thinking that as well...Like I said, I wrote it up as I was making the thread so I can understand why it's a little broken. Wounds will be fixed as well as all stat changes and what have you.
Other then that, how is it? Does it seem balanced or anything of that nature? How many points would you recommend? I was estimateing around 170, 180?
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And Strike With Precision Soon It Blows Up In Your Face And The Smoke Blurs Your Vision" -Mushroomhead Formerly Andrew "Ender" Wiggen. |
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#9 (permalink) | |||
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Shas'O
![]() ![]() ![]() ![]() ![]() ![]() Join Date: Nov 2005
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I don't like it. The power level of this guy is much closer to Chapter Master Status than company commander.
For examples of various space marine characters that ARE company commanders let's take a look at what exists, and what makes them special. Captain Lysander - He gets ONE special rule that makes him unique and distinct from other characters. This special rule effects the way that terminator units can deploy/teleport. Shrike - Arguably the most potent of all the company commanders. He not only gets a unique wargear item (rending lightning claws) he also gets several USRs and the ability to take a unique, but expensive, bodyguard unit. This is all counterbalanced by a lack of an invulnerable save, or any additional protective gear. Captain Tycho - He makes me so sad.... He's a regular Company Captain, however he gets a suit of Artificer armour, something not normally available to a company captain, however since he's a special character he cannot take any additional wargear, meaning the only weapons he has are a bolt pistol and combi melta. Hardly awe inspiring. Belial - He's the only Dark Angel captain who gets terminator armour. He has three equipment options, master crafted power sword and storm bolter, storm shield and thunder hammer or a pair of lightning claws. For special rules he gets the ability to take Deathwing as troops, however this does not in itself actually make him a more powerful combat figure. Samael - Very powerful for a company captain, though his stat line stays the same as a normal one. He has THREE unique or special pieces of gear, his adamantine mantle, his master crafted power sword and his jet bike. Again his special rule only pertains to force organization options, allowing Ravenwing to be taken as troops. Since you're trying to make a company captain keep him at the level of one. I would suggest keeping the iron halo, since company commanders usually have them. Drop the artificer armour, drop the ability to take a vow, those are what the Emperors champion is for. Personally I find giving him a strength 6 power weapon really boring and a little bit too powerful, since your army will have one anyways, in the form of the Emperors champion. Also if it IS a two handed weapon it SHOULD NOT add +1 attack.
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#10 (permalink) | |
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Shas'Vre
![]() ![]() ![]() ![]() Join Date: Apr 2004
Location: Stony Plain, Alberta, Canada
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Hmmm good points Falstead. Thank you. I never really realised the power level of other Captains.The only thing making him "unique" so to speak, is the Artificer Armour, the weapon, and the Vow. What if I got rid of the Talon of the Aquila, and the Artificer Armour, and give him say...a standard Power Weapon and Bolt Pistol?
I really like the feel of this guy if I keep the second Vow...its not really just to cheese out on vows, but just something I think would be more kool then any other reason. What if rather then choosing a second Vow, I am forced to take a specific one (explained by fluff) whenever he his present on the table?
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And Strike With Precision Soon It Blows Up In Your Face And The Smoke Blurs Your Vision" -Mushroomhead Formerly Andrew "Ender" Wiggen. |
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