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2nd and 3rd edition characters.
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Old 20 Jun 2006, 13:08   #1 (permalink)
Shas'El
 
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Default 2nd and 3rd edition characters.

These are characters originally found in the 2nd edition imperial guard codex. All fluff is taken from this codex, all stat lines are based on the codex but have been changed. The rules posted here are not official or endorsed by GW at all.

Captain Chenkov of Valhalla

[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]Unit[/td][td]95[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr][/table]

Number/squad: Captain Chenkov acts as another option for your command platoon(the same way you have senior, junior and heroic officers)

Captain Chenkov counts as your one Command Platoon

Weapons: Bolt pistol, Power Sword, Frag and Krak Grenades.

Special Rules:

Hold the Line!: Through out the game you are allowed to re-roll failed leadership based test aslong as Chenkov is still alive. Roll a D6 at the begining of the game, this is how many re-rolls you are allowed to make. Everytime the enemy scores victory points for breaking or wiping out one of your squads add one the amount of leaderhsip re-rolls you are allowed.

<<The Valhallans are a grim and dogged people who fill fight hard and even die rather than give up territory to the enemy. It is common for Imperial Guard generals to use Valhallans to bolster their defensive lines, knowing that they will hold out where other troops might crumble.

Captain Kubrik Chenkov is one amongst many whose nerve and endurance have won Valhallans this reputation. During the defence of Jurn he and his Valhallans held an isolated position against a vast Ork horde, doggedly hanging on to cunningly prepared defences until relief forces would arrive three days later. Of the six thousand Valhallans alive on the first day of the action only 270 were unwounded at the end, and only 630 lived to tell their story.>>

The above is taken from Games-workshop's Imperial Guard codex, 2nd edition, page 88.
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Old 20 Jun 2006, 13:34   #2 (permalink)
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Default Re: 2nd Edition Characters

Captain Al'Rahem of Tallaran.

[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]Unit[/td][td]80[/td][td]4[/td][td]5[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr][/table]

Number/squad: Al'Rahem counts as one of the officer option for an imperial guard command squad(much like junior, senior mad heroic officers)

Weapons: Plasma pistol and Claw of the Desert Tigers.

Claw of the Desert Tigers: The claw is a powersword which has been beautifully encrusted with the emblems of the desert by N'go craftsmen. Its apearance has become a symbol of the desert raiders and their swift vengeance. Any unit wishing to charge or being charged by Al'Rahem must take a leadership test. If the test is failed they fall back as if they had taken 25% casualties from shooting.

<<The 3rd Tallaran regiment, or Tallaran Desert Tigers as it is more commonly known, has a long and honoured history. It fought throughout the Macharian Conquests alongside the 4th and 5th Tallaran regiments. Subsequently it was all but destroyed fighting for Warmaster Solon during the Macharian Heresy. It earned its nickname on the planet Kallastin where the regiment faught a hard and successful war against mutant human rebels, recieveing a commendation from the Inquisition for its part in the conflict.

Al'Rahem was in command of a company of Desert Tigers during the conquests of Macharius. One of the first of the new human worlds to be discovered was Thoth, a planet which had developed in total isolation from the Imperium, without the knowledge of guiding influence of the Emperor. The inhabitants had developed many dangerous psychic powers and taken to the unclean worship of the dark gods of Chaos. Becuase Thoth was a desert planet not unlike Tallaran, it was natural that the Desert Tigers should be amongst the regiments chosen to take part in the invasion.

During the landings Al'Rahem's landing craft malfunctioned and crash-landed in the deep deserts. Native N'go tribesmen rescued the Guardsmen from certain death in the wilderness. They were curious about all aspects of the Imperium but spoke a strange garbled tongue which the Imperium troops cpuld not understand. A natural linguist, Al'Rahem learned their language and much more about the N'go tribes of the deeo desert. He learned that the war on Thoth was faring badly for the invaders, and that the 'Witches' as the tribesmen called ther inhabitants, had called upon daemonic forces to fight the Imperium. The more Al'Rahem talked to the tribesmen the more he learned of their own struggle against the people of Thoth and their evil sorcery.

The war records of the conquests are patchy at best. They tell how the desert raiders of N'go fought a hit and run war against the Thoth, apearing suddenly from the deep desert to loot and destroy before returning to their secret bases. At their head was the Imperial Guard Captain Al'Rahem, and is remaining band of Desert Tigers. After the war was finnaly won Al'Rahem returned to his regiment. his fame had spread far and wide through out the army as had the stories of the heroic N'go tribes. After the armies passed on the inquisition declared the world 'Mundi heretica', that is to say the world whose people where genetically contaminated. The N'go were evacuated along with genetic samples of most of the plants and animals whilst the world was cleansed with viral bombs Later, the desert tribes were returned after swearing oaths of loyalty to the Emperor, and so to this day Thoth is ruled by the Lords Al'Rahem, descendants of the Imperial Guard captain who led the tribes to victory all those years ago.>>

The above is taken from Games-Workshop's Imperial Guard codex, 2nd edition, page 87.
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Old 20 Jun 2006, 13:52   #3 (permalink)
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Default Re: 2nd Edition Characters

Stumper Muckstart, Ratling Sharpshooter

[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]Unit[/td][td]55[/td][td]2[/td][td]2[/td][td]2[/td][td]2[/td][td]1[/td][td]4[/td][td]1[/td][td]6[/td][td]5+[/td][/tr][/table]

Weapons: Needle Sniper rifle

Muckstart doesn't take up any force organization chart places.

Special Rules:
Infiltrates: Muckstart can infiltrate as described in the Infiltration rules in Warhammer 40,000.

Trickshot: Stumper's shooting is impersive to say the least, allowing him to take down multiple targets at once. Muckstart can fire at D3 models of his choice in a squad(within range and line of sight), or fire multiple times at one model.

Killershot Alternativly he can fire only a single shot. This shot can be directed at any model within range and line of sight and reduces its armour save by D3+1. i.e a 2+ save becomes either a 4+, 5+ or 6+

<<Stumper Muckstart showed remarkable abilties from the moment he was recruited from his home planet of Ornsworld. He quickly establsihed himself as the best shot in the regiment, earning considerable amounts by challenging rivals to outshoot him. Soon he had a racket going, and became rich overnight as a result of the gambling associated with his trick shooting displays. After a particularly impressive night, when he shot three spinning 5 credit pieces out of the air with three shots while blindfolded, his activities came to the attentions of the regiment's Commissar. Stumper was recruited into a special sniper unit on the spot. his past misdeeds were forgiven once he had volunteered all his ill-gotten gains to charitable concerns - a gesture which still leaves painful memories. mention of this is the only thing known to spoil his aim.>>

Taken from Games-workshop's Imperial Guard codex, 2nd edition, page 89.
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Old 20 Jun 2006, 14:11   #4 (permalink)
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Default Re: 2nd and 3rd edition characters.

Captain Mogul Kamir

[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]Unit[/td][td]90[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]4[/td][td]2[/td][td]9[/td][td]5+[/td][/tr][/table]

Number/Squad: Captain Kamir and 4 rough riders

Weapons: Hunting lance, bolt pistol, frag and krak grenades, Crushing Arm. Rough riders have Hunting Lances and Las pistols.

Mogul Kamir counts as one of the officer option for an imperial guard command squad(much like junior, senior mad heroic officers) but has a rough rider command squad.

Special Rules:
Eye of the Falcon: Mogul Kamir's bionic eye is connected to his augumentic arm, allowing him to aim the boltpistol mounted on his hunting lance while riding. He gets +1 to all rolls to hit with his bolt pistol.

Crushing Arm of Kamir: Kamirs arm acts together with his bionic eye to become a very formidable weapon in combat. Once you know how many hits Kamir has inflicted roll a D6. If the score is equal to or less than the number of hits then his arm has managed to successfully grip the enemy. Double his attacks for this turn.

<<The fierce Attlian tribes are proud and allof people except in battle, when they turn into snarling daredevils oblivious to mortal danger. Amongst these savage people Mogul Kamir is a renown warrior - more daring and bloodthirsty even than his fellows. His lust for fighting is a matter of pride to those who fight along side him. his taste for danger is also well known, and few who fight besides him remain unmarked by blade or blast. Despite the fact that many who follow him into danger do not return, it is considered a high honour to accompany Mogul Kamir into the heat of battle.

Few brave Attilans escape a lifetime's battle without tell-tale scars of heroic endeavour. Mogul Kamir lost his right eye fighting Orks and an arm during campaigns against Chaos intruders. These have been replaced by specially crafted bionic parts which have been especially adapted to suit his aggressive temperament.>>

The above is taken from Games-Workshop's Imperial Guard codex, 2nd edition, page 90.
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Old 20 Jun 2006, 14:16   #5 (permalink)
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Default Re: 2nd and 3rd edition characters.

Nork Deddog, Ogryn Bodyguard:

http://uk.games-workshop.com/imperia...-characters/3/

<<Nork is a legend in his own time, as Ogryn whose fighting abilities were as astonishing as his mental development. By Ogryn standards he was a genius and said to have been able to write his own name, count, and even speak with reasonable fluency. Such precocious development in one of his race inevitably came to the attention of the Commissars and Nork soon found himself pulled out of the main line and placed on special duties.

After extensive training, involving artificial mental enhancement, Nork was assigned to the 2nd Catachan fighting on Balur. The regiment's commander, Colonel Griess, adopted Nork as his personal bodyguard, and the Ogryn accompanied Griess through the four years that the war lasted. During this time the sight of Griess and Nork became a familiar one: the ancient bone thin colonel bawling out his orders whilst shells burst around him and ricocheted off Nork's dense skull. The Ogryn saved the colonel's life on more than one occasion, most famously when he carried the badly wounded commander back from the disaster at Breakback Hill.>>

Colonel Tamus Sirhan:

http://uk.games-workshop.com/imperia...Dcommanders/1/

Colonel Mitrofan Telsa:

http://uk.games-workshop.com/imperia...-commanders/1/

Colonel "Iron Hand" Straken:

http://uk.games-workshop.com/imperia...achan-rules/1/

<< "What in the seven hells of Chaos are you waiting for? Personal orders from the Emperor himself? When I say take that damned hill, I mean take that damned hill, not damn well stand around and stare at it! I don't care if there are fifty L'Huraxi up there. I don't care if there are fifty thousand L'Huraxi up there! Our orders are to take that hill and I'm going to damn well take that hill even if it means I have to kill every last one of those purple skinned giants myself!"

- Colonel Straken at the Battle of Moden's Ridge, Yaquit 27 campaign>>
Taken from www.games-workshop.co.uk

Sly Marbo:

http://uk.games-workshop.com/imperia...achan-rules/1/

<<Once again the Colonel pronounced the well rehearsed words: "For valour in battle and service to the Emperor of unbounded courage you are hearby awarded the Star of Terra, bear it with pride that you may inspire others to worthy endeavour in the service of Man". The Colonel completed the dedication in a single breath before pinning the ribbon onto Marbo's chest.

This one was for wiping out a whole squad of aliens, killing their commander, and capturing their command post single handed.>>

All quotes taken from www.games-worksho.co.uk
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Old 20 Jun 2006, 14:32   #6 (permalink)
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Default Re: 2nd and 3rd edition characters.

Colonel Schaeffer's Last Chancers

Rules for the last chancers can be found in the 4th edition codex, the following is for fluff purposes only.

Colonel Schaeffer
Crime: None. Leader of the Last Chancers regiment.
Gear: Plasma Pistol power sword, carapace armour, frag grenades.

Hero
Crime: Refused direct order to lead unit on a suicidal attack.
Gear: Lasgun, laspistol and closecombat weapon, flak armour, frag grenades.

Ox
Crime: Killing three off-duty officers with his bare hands in a drunken brawl.
Gear: Heavybolter, flak armour, frag grenades.

Brains
Crime: Hacked into regiment's accounts to change his own pay code.
Gear: Lasgun, comm-link, flak armour, frag grenades.

Demolition man
Crime: Caught breaking into Colonel's personal drinks cabinet.
Gear: Lasgun, melta bombs, flak armour, frag grenades.

Shiv
Crime: Thought to have killed twenty civilians on Lector Prime over a five year period.
Gear: Plasma Pistol, mono-filament knife, flak armour, frag grenades.

Scope
Crime: Went AWOL. Reason unconfirmed, but suspected to be related to assassination of Chief Arbitrator Abraxtes.
Gear: Needle sniper rifle, flak armour, frag grenades.

Grease Monkey
Crime: Stealing Eldar grav-vehicle belonging to ambassador of Iyanden Craftworld.
Gear: Bolt pistol, flak armour, frag grenades.

Rocket Girl
Crime: Murdering fellow Master Sergeant for unknown reasons.
Gear: Missile launcher, flak armour, frag grenades.

Fingers
Crime: Charged with Black Marketeering.
Gear: Lasgun, missiles, flak armour, frag grenades.

Animal
Crime: See sub-file 84 beta, sections 103-196.
Gear: Melta gun, scanner, flak armour, frag grenades.

Warrior Woman
Crime: Member of banned sect (ref: Artemis sub-cult)
Gear: Lasgun, sword, knife, flak armour, frag grenades.

The above is based on Games-workshop's Imperial Guard codex, 3rd edition, page 26.
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Old 20 Jun 2006, 14:49   #7 (permalink)
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Default Re: 2nd and 3rd edition characters.

'Try Again' Bragg:

http://uk.games-workshop.com/chapter...unts%2Dghosts/

<<Bragg nodded without question. His great physical strength was an asset to the Ghosts, and was matched by his geniality and willingness to help. He reminded Gaunt of some great blunt weapon, like a club: deadly when delivered properly, but difficult to wield or aim.

Bragg batted a moth away from his face. 'Precious little place we've found here,' he remarked.

'Monthax is… short on charm,' Gaunt admitted, studying the hulking trooper quizzically. Bragg was a strange man. Gaunt had decided that long ago. He'd never met a human so physically powerful, yet mentally restrained, as if he was somehow afraid of the terrible power he could unleash. Others took it for stupidity and regarded big old Bragg as dumb. But the man patently wasn't stupid. In his own, quiet, mountainous way, he was the most formidable and dangerous Ghost of all. So preoccupied by his physical power, others always underestimated the mind behind it.

And the mind, Gaunt knew, was the strongest thing of all.>>

Major Rawne:

http://uk.games-workshop.com/chapter...unts%2Dghosts/

<<Up by the top hatch with the vehicle's commander, Major Rawne watched the game without amusement. The Basilisk commander felt uneasy about his passenger. Rawne was slender, dark and somehow dangerous. A starburst tattoo covered one eye. He was not… likeable or open like the other Ghosts seemed to be.

'So, major… what's your commissar like?' the commander began, by way of easing the silence.

'Gaunt?' Rawne asked, turning slowly to face the Serpent. 'He's a despicable bastard who left my world to die and one day I will slay him with my own hands.'

'Oh,' said the commander and found something rather more important to do down below.>>

Sergeant Mkoll:

http://uk.games-workshop.com/chapter...unts%2Dghosts/

<<Mkoll could see where the maddened Chaos beast-machine had strode arrogantly on for a few heavy steps after the puny laser blast. Then it had toppled, poisoned, dead.

They headed back onto the trail.

'You're a fething hero!' Waed said finally.

'How is that?'

'A fething dreadnought, Mkoll! You killed a dreadnought!'

Mkoll turned and faced Waed with a look that brooked no denial.

'We'll tell the commissar that the area is cleared. Understood? I don't want any stupid glory. Is that clear?'

Waed nodded and followed his sergeant. 'But you killed it…' he ventured softly.>>

All quotes taken from the link provided.

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