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Character Competition [ENTRIES]
 
Old 03 Nov 2006, 15:04   #1 (permalink)
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Default Character Competition [ENTRIES]

Young King Winter

Ragzhug Grotwiz
Ever since being a youff, Ragzhug has been fascinated by the sneeky and able nature of the Gretchin. His fascination grew with his age, and when he was old enough, he chose the lowly rank of "Slaver" voulenteerily.
His authority and care amongst the Gretchin has evolved into respect, and the Grots under his command nigh worship him as both protector and leader. Now, Ragzhug fights, standing tall as a reef in a sea of lesser greenies, swinging his great choppa into anything and anyone, standing in his path.
But Ragzhug is shunned in the general Ork society. How could he be a "proppa" Ork, when he cared for such weedy gitz as the Grots?
Still, his presence is tolerated through his "kontribushion" and "rhezzultz" in battle.

Points WS BS S T W I A Ld Sv
Ragzhug 60 4 4 4 4 2 3 3 7 6+

An Ork army of at least 1000 points may take Ragzhug as a Slaver in a Gretchin Mob. He must be used exactly as below, and may not be given any additional equipment from the Armoury.

Wargear: 'Uge Choppa, Slugga, Tankbusta Bombs, Squighound.

Special Rules:

"ARE YOU MAD!?"
In disregard of "proppa Orky bihevior", Ragzhug tends to his Grots, and equips them with gear no other Ork would dream of giving to a Gretchin.
For +1 points, a Grot may exchange his Grot-blasta for a Slugga.
Also, up to two Grots in a Mob may exchange their Grot-Blasta for a Burna for +12 points.

"Got Yer Back Boss!"
Because of his care and authority amongst the Gretchin, some of the Grots in his Mob regards him with a fanatical sense of duty. These fanatics would throw themselves in the path of anything that would cause Ragzhug harm.
The first wound allocated to Ragzhug, in the combat phase, may be relocated to any one Grot in base-to-base contact with him instead.

"Aint Gonna Happen!"
Ragzhug is found of his weedy companions, and would not suffer them to unneccesary harm.
The Grot Mob led by Ragzhug do not benefit from the "Mine Clearance" rule.
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Old 04 Nov 2006, 18:04   #2 (permalink)
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Default Re: Character Competition [POOLING]

Terminatus

Infernus, The Blazing Angel
WS BS S T W I A Ld Sv Cost
6 4 4(5) 4 3 5 3 10 3+/4+ 195
Smoldering Blade: Two-handed force weapon that confers +1 strength
Obsidian Mantle: gives 3+ save/4+ invulnerable, enhances psychic power to add 6” to the range of any psychic power cast by Infernus
Psychic hood, Storm of the Emperor’s Wrath
May choose one other psychic power from the Codex: Space Marines at Epistolary cost
Librarium Command Squad: Command or Terminator squad

The chief Librarian of the Phoenix Legion chapter, chose to hone his martial abilities rather than his skill as a marksman and therefore prefers his sword over all other armament save his mind. Hewn of the rock that is now ceiling to the underground magma caves on Corona VII, the Smoldering Blade is the physical embodiment of the pure destructive power of the Phoenix Legion. The heat of his blade is matched only by his hatred of the true enemies of mankind, though he is not blind to the aid given by the Eldar. The Obsidian Mantle is made out of the rock on the warp-affected surface of Corona VII; it seems to augment Infernus’ psychic powers even more allowing him to focus on both offense and defense at the same time to a greater degree.
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Old 04 Nov 2006, 22:31   #3 (permalink)
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Default Re: Character Competition [POOLING]

Black Behemoth
Lord Balthasar
Master of Siege

Before joining the Iron Warriors, Balthasar was a skilled techmarine in a Space Marine chapter long since extinct. His chapter's homeworld was not far from the Eye of Terror, and held a fortress that had a supplies depot with several pieces of artillery and weapons. When the Iron Warriors heard about the supplies depot, they instantly began planning their siege.

Not long after planning, four companies of Iron Warriors started the siege. The set up a blockade around the planet, disrupted their communication with possible sources of reinforcements, and eventually sent ground troops to the surface. Eventually, the entire planet was under the control of the Iron Warriors, except for the fortress and the supplies depot it protected.

All of the marines on the planet barricaded themselves in the fortress, hoping it would repel the attempted siege. The fortress had been attacked several times in the past by the Orks and other Chaos legions, and none of the attackers ever succeeded in breaching its defenses.

The Iron Warriors sent small guerilla teams to cut off their contact with anywhere else on the planet and to poison their water source. They also set up Basilisk artillery emplacements behind a small mountain close to the fortress, allowing them to bombard the fortress walls without receiving fire from the fortress's defenses.

When the siege began, Balthasar started to hear whispers from the Chaos gods. They told him to betray the Imperium and join them. Balthasar was offered the rewards of fortune and immortality, and instantly fell victim to their persuasion. Balthasar secretly met with the Warsmith in charge of the siege outside of the fortress walls. He gave the lord important military information on the loyalist marines inside, the building schematics of the fortress, and the promise of obtaining the supplies depot in exchange for admittance into the Iron Warriors legion.

The day after the meeting, the Captain in charge of the companies garrisoned in the fortress discovered Balthasar's betrayal and he scheduled Balthasar to execution for heresy and treason. That same day, the artillery shot at weak sections in the fortress walls and allowed for all of the Iron Warriors infantry to enter the fortress. Balthasar grabbed his bolt pistol and servo-arm and rushed to the command post. Upon entry, he slayed the Captain and stripped him of his ceremonial Terminator armor. He put on this armor and kept it as a trophy. Once the Captain's death was realized by all of the loyalist marines inside, they instantly surrendered. When they were told to join them and worship the Chaos gods, they refused and were all slaughtered brutally and maliciously.

Once the Imperial symbols in the fortress were replaced by Chaos icons and the supplies in the depot were in the besiegers' clutches, Balthasar traveled with the Iron Warriors to Medrenngard. Balthasar was officially admitted into the Iron Warriors legion and completed his fall to Chaos.

After his admittance, he took a small ship and started to travel deeper into the Eye of Terror while wearing his slain captain's ceremonial armor. As he went deeper, the armor started to feel heavy and his skin started to burn. The armor started to smelt into his skin using daemonic power. Balthasar then realized that this was his gift from the Chaos gods, and that it was his destiny to do the bidding of the Chaos gods. He had not turned into an Obliterator, but into something much more powerful and larger.

When Balthasar returned to Medrenngard, his power was realized by the whole legion. He received the name of Lord Balthasar and took the command of several Iron Warrior companies. As a warsmith, he besieged several greatly fortified Imperial worlds near the Eye of Terror, and his abnormal, titanic form along with his tactical brilliance at siege have made him one of the most feared Daemon Princes alive.


An Iron Warriors army of 2,000 points or more may include Lord Balthasar as an HQ choice. He counts as your Chaos Lord choice and must be used as described below.

[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]Lord Balthasar[/td][td]210[/td][td]6[/td][td]4[/td][td]5[/td][td]5(6)[/td][td]3[/td][td]5[/td][td]4[/td][td]10[/td][td]2+/5+[/td][/tr][/table]

Wargear and Gifts: Body Weapons, Servo Arm, Daemon Armor, Daemonic Aura, Daemonic Stature, Daemonic Resillience, Daemonic Visage

Special Rules:
Body Weapons: Like an Obliterator, Lord Balthasar may change transform his arm into several pieces of weaponary from the list below.

Lascannon, Autocannon, Missile Launcher (Frag Only), Heavy Bolter, Twin-Linked Plasmagun, Twin-Linked Meltagun, Flamer, Power Fist

Slow and Purposeful: Lord Balthasar uses the Slow and Purposeful universal special rule.

Mark of Chaos Undivided: Lord Balthasar has been marked by the Chaos gods.

Fearless: Lord Balthasar is completely fearless. He cannot be pinned and automatically passes all morale checks he is required to take.

Monstrous Creature: When he became an Obliterator, Lord Balthasar swelled to such a size that he is four times the size of a normal human. He counts as a Monstrous Creature.

Siege Specialist: Lord Balthasar is an ingenious tactician when it comes to siege. He gets the Siege Specialist veteran skill.

Servo Arm: Lord Balthasar's servo-arm is state-of-the-art and can repair vehicles without the need of Technical Servitors to succeed. It has the same stats in combat as a normal Servo Arm, but can repair an immobilized vehicle on a 4+.

Ceremonial Armor: The armor that Lord Balthasar is infused with is the ceremonial Terminator armor of a revered captain, and so the armor is designed to lessen damage that would otherwise kill its wearer outright. Lord Balthasar counts as having a Daemonic Rune.
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Old 05 Nov 2006, 08:27   #4 (permalink)
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The Crow
Catachan Patrol Veteran Sergeant 'White Wolf' Karta

Karta was inducted into the Catachan 4th 'Blood Flies' and due to his respect for his fellow men, his great scouting abilities and his natural leadership talents he was quickly promoted to the rank of Sergeant and given command of the Catachan 4th's Patrol section. He leads every mission the section performs through one of the squads undertaking that mission and loves to be in the thick of it but, also to leave his enemy dazed, confused and most of all out-performed. His love for the ambush combined with the sections quick thinking, tough and determined patrolmen give the Catachan patrol section of the 4th a definent upperhand in the pre-battle skirmishes and reconnasiance fields.

Karta gained his code name through an act only seen in 1:900,000 Catachans, He killed one of the largest and deadliest breeds of jungle wolf on Catachan, An elusive and rare beast know as the Great White Wolf to the men of Catachan. He carries one of it's K-9 teeth on his chain with the dog tags.

If you choose to field Karta he takes over the role of a Sergeant in a single patrol squad you have in your list. He must be used exactly as described below and may not be given anymore wargear. He follows all the rules for Patrols layed out in Codex:Catachans

[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]'White Wolf' Karta[/td][td]46[/td][td]5[/td][td]3[/td][td]3(4)[/td][td]3[/td][td]2[/td][td]4[/td][td]3[/td][td]9[/td][td]5+[/td][/tr][/table]

Wargear: Lasgun with Hotshots, Heavy varient Devil's claw, White Wolf's tooth, frag grenades

Special Rules:

Natural Leader- Karta is an aspiring leader tring to impress his superiors enough to get him a position as an Officer in the 4th. Karta may re-roll any failed leadership tests his squad has to make. The re-rolled leadership will be then taken on Ld 7 instead of Karta's 9.

White Wolf's tooth- Karta's famous white wolf tooth he has around his neck in every battle is his lucky charm and an inspiring item to his teams. It counts as a trade mark item.

Hot shot packs- Karta has a slightly modified lasgun to handel his loved hot shot rounds. The lasgun he holds has the following profile
[table][tr][td]Range[/td][td]Str[/td][td]AP[/td][/tr][tr][td]24"[/td][td]4[/td][td]5[/td][td]Rapid Fire[/td][/tr][/table]

Heavy Varient Devil's Claw- A much heavier version of the famous giant knife the Devil's Claw this requires alot more work to swing but does more damage than usual. The heavy Devil's Claw adds +1 strength to Karta in combat.
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Old 06 Nov 2006, 18:31   #5 (permalink)
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Edraik

The Cruthan are a race by which almost all races know of except for the imperium of man, having forged alliances with numerous eldritch raiders and renegade tau commanders. They are physically Beastmen like, a few varieties varying from land, to sea, to air. The largest number are sea Cruthan or as they call them selves Aquathan. Land Cruthan or Dirthan Are the most physically adept being able to vary from sizes of 3 feet to 8 feet in height and 70 terran pounds to 400 terran pounds, in exceptional cases. The Skythan are varying in appearance, some being reptilian and some being like birds and in rare cases some looking like flying fish. The original feral species from which they all evolved from is a prey species to them. Many beasts of burden live in every one of the varieties societies. Skythan are like Babylonians, Dirthans are similar to Aztecs while the Aquathans are similar to the Greeks. Dirthans have the most advanced technology and are best suited for combat, while Skythans are are adept at combat they are still weaker than Dirthans or Aquathans. Aquathans are quite adept at farming and are a peaceful people mostly, having mainly whales and sharks of burden. Celembior is the name of their champion, a mixture of all three, for he is 10 feet tall, and weighs 450 pounds, he has wings of golden feathers, gills of the strongest known to Cruthan, and he can crush sharks under his mighty hooves. His fur is deep white and his horns are onyx black and pure white. It is he who designed the breakthroughs; it was he who figured out plasma technology, it was he who invented their tanks. They soon built a fledging empire of 2 solar systems, in which all the cities are full of love and charity.
Their weapons are both of solid and of energy. The Cruthan have a strong belief in a god Called Azeri. Certain type’s evidence suggests it was a daemon of unimaginable power, of almost godly status. This may be how they gained such advanced technology in only 300,000 years of evolution. Each Cruthan must go through a right of passage by killing an astro-lion, a lion twice the size of a normal terran lion. Being renowned ork fighters the Cruthan developed pesticides just for the purpose of killing orks. One of the greatest heroes of the Cruthan is a Skythan named Lolindir who took out a major dark eldar archon. He only weighed 50 pounds and was 2 feet in height, proving the size of the dog in the fight doesn’t matter but the size of the fight in the dog. Grawrthans are like the Shas’o’s of the tau, they are Commanders through and are supremely elite, most standing 7 feet tall.


Celembior

Greatest of all greatthans Celembior is the leader of all cruthan. Usually accompanied by a greatthan body guard of each kind of than. After the battle with a massive ork waagh (reinforcements from eldritch raiders during the fight) the Cruthan empire was at a loss for moral so Celembior came to the largest of the army barracks and said “Though we Cruthan are few, scattered and weak, together we are strong! We shall return to our former glory!”

Pts WS BS S T W I A LD SV
205 7 7 5 5 3 4 2 10 3+

special character: Celembior must be fielded exactly as shown and may only be used in games of 2000 points or more.

Equipment:

Hand of Azeri: Celembior carrys the holy relic given to him by Azeri; a mighty sword with which he can shoot plasma. (adds 1+ WS & BS)

Claw of the mother species: a powerful gauntlet forged from the strongest and most beautiful adamantium and thorium. It adds a 1+ in WS (added already)

Wings of unity: Celembior was born with reptilian wings and uses them to glide across the battlefield

Fury Gauntlet cannon: Having a gauntlet affixed to his emotions with a Fury pistol affixed to it he is a force to be reckoned with.

Range: 24”
Strength: 6
AP: 5
Note: If more than 40% of the forces of the cruthan are off the board, it gains 1+ strength.

Unit type: Jump infantry

Special rules

Ultimate price of failure: as in tau codex

Body guard: unless accompanied by a Body guard, Celembior is an independent character.
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Old 06 Nov 2006, 21:44   #6 (permalink)
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Default Re: Character Competition [POOLING]

The Greater Good

Librarian Dreadnought Apophis of the Blood Ravens

"Better to be crippled in body, than corrupt in mind. Librarian Apophis stood overhead of the battle field as his chapter was slowly being enveloped by the treacherous Thousand Sons, it was time for a last stand! His Space Marine Devastators set up their heavy weapons, and unleashed a salvo of Missile's and Heavy Bolter Bullets into the legion, but it would not be enough. He called upon the warp and with a wave of his hand sent dozens of Marines crashing to the ground, but it was too much and his Psychic Hood had exploded. The enemy had gotten much closer in this time, and a Chaos Sorcerer had sent a wave of lighting throughout his body - rendering it useless. Brother Apothecary Lison carried him to the Thunderhawk Gunship, and they left the accursed planet, leaving many of their finest on the ground below."

Points | Front | Side | Rear | WS | BS | S | I | A
180 | 12 | 12 | 10 | 5 | 5 | 10 | 4 | 3

Weapons
: Librarian Dreadnought Apophis left arm is equipped with a Nemesis force weapon that has a built-in Warp Energy Conductor, the right arm is equipped with a Nemesis force weapon that also has a built-in Warp Energy Conductor.

Venerable: Librarian Dreadnought Apophis is a veteran of hundreds of battles, the accumulated wisdom of these battles have left him a hardened killing machine - therefore very hard to destroy. (See Codex: Space Marines for the full rules on Venerable)

Furious Assault
: See the Universal Special Rules section of the Warhammer 40,000 rulebook for more details.

You may equip Librarian Dreadnought Apophis of the Blood Ravens with a drop pod at +30 points.

-Psychic Powers-
Storm of the Emperor's Wrath
Might of the Emperor


-Special Psychic Power-
Shield of the Emperor: Acts as Smoke Launchers, may be fired once every other turn.
Warp energy conductors: Count as Psychic hoods
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Old 08 Nov 2006, 16:34   #7 (permalink)
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Scizor

The Mastermind are a Creature seen during attacks from the hive-fleet known as Scizor. the creature looks similar to a Warrior by the shape of it's head, but the size of a larger hive tyrant. it's head are large and it is floating across the battlefield like a Zoanthrope. it seem to act as a Leader beast and, closer research have shown that it seem to be some kind of sub-species between a hive tyrant and the larger Dominatrixes. the mastermind seem to have a great influence and power over the lesser beasts. it combines both the fearsome speed and close combat abilities of hive tyrants with the powerfull psychic powers of the zoanthropes. it shows to be highly inteligent, and continued evolution of theese beasts can become a large threat for anyone that stands in the way of the Tyranids...


0-1 -Tyranid Mastermind- *Genofixed species*


Points: 230pts

WS BS S T W I A LD SV
6 4 8 6 5 4 3(5) 10 2+

Bio weapons: the mastermind is ecuiped with two sets of scything talons


Psychic powers: the Mastermind have the following psychic powers; Synapse creature, The Horror, Warp Field (save included in it's profile), Psy-Blast.


Special rules:

Psy-Blast: the Psy-Blast is a more powered version of the Warp-Blast. it counts the same in all respects, exept the range is changed to 36"

Focal point of the hive: this is an extremly important creature, being protected by strong psychic barriers. it's warp field have a 2+ save as normal,but the 6+ invulnerable save is changed to 5+.

Monstrous creature: the Mastermind is a Monstrous creature.

Lesser creatures are worth nothing!: if the Mastermind is within 6" of a friendly unit of lesser creatures, and suffers a wound. it can allocate the wound(s) to the other creature(s). representing it controlls them to be a living shield. but the following creatures can't be used this way: Warriors, Tyrants, Broodlords, Zoanthropes and Carnifexes. as those are other leaders or larger important beasts.

Regenerate: the Mastermind uses the Regenerate carnifex biomorph.


Retinue: the Mastermind can chose either a retinue of Tyrant Guard(see the Hive tyrant for details). or a Retinue of Zoanthropes. if the Zoanthropes are chosen they counts as the 0-1 choice for the army.
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Old 08 Nov 2006, 16:35   #8 (permalink)
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Wargamer

Brother-Captain Mathias
Captain of the Eighth Company of the Marines of The Emperor's Vengeance, Mathias is a promising and talented leader who has proven his valour in battle many times over.

Recruited from the smoke-filled Factory Chapels of Maerii, Mathias had many expectations thrust upon him. Born on a world where faith and industry ruled, many suspected the devout young boy would become a Chaplain in time, or perhaps a Techmarine. However, though he was pious in his faith and gifted with a masterful understanding of technology, he remained a humble Battle-Brother, politely declining every offer to follow another path. As there is no requirement to follow a specialist-path within the Marines of Vengeance, and no shame in declining the offer, no-one questioned his choice; indeed, Mathias had shown such promise in his skills that Captain Cassius had no wish to lose one of his most gifted Sergeants!

So it was that Mathias remained a Space Marine. Quickly attaining a position in the third Battle Company under Cassius, Mathias excelled time and again, learning many tactics and strategies from his head-strong superior, and even formulating his own plans for victory, which were invariably successful.

In due course, the attrition of war claimed the life of the Eighth Company Captain, and Mathias was immediately put forward by his Captain, and duly accepted. Mathias was given command of his own Company, and quickly reformed it into a force to suit his combat style.

Despite being a Reserve Company, Mathias and his men have been pressed into battle time and again as the Chapter throws itself into ever larger and more violent campaigns, endevouring to answer each of the many cries for aid that reach their space-faring Fortress Monestary. During one such mission, the Eighth were called upon to liberate a mining colony of Orks. The endevour cost Mathias his arm, and nearly his life, but by the Emperor's grace he lived to fight another day.

With almost a century of command experience, from squad to multi-Company level, Mathias is being called upon by his Chapter more and more, and continues to excel each time a chance to prove his tactical expertise is offered. There is no doubt that in due time, Mathias will rise to command a Battle Company, and perhaps even attain the mantle of Chapter Master one day.

Any Space Marine army of 1,500pts or more may include Mathias. He is used exactly as described below, and cannot be given any additional equipment.
[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]Mathias[/td][td]105[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]2[/td][td]5[/td][td]4[/td][td]9[/td][td]3+[/td][/tr][/table]
Equipment: Combi Bolter-Plasmagun, Blessed Chainsword, Bionics, Frag & Krak Grenades, Terminator Honours (bonus included above).
SPECIAL RULES:
Rites of Battle: So long as he is alive, all Marine squads on the table may use Mathias' Leadership as per a Space Marine Commander.
Blessed Chainsword: Bathed in the Baptismal Oils of the Cathedral Mechanus within his homeworld's capital, and has become a minor relic of the Chapter.
Once per game, at the start of any Close-combat phase, Mathias may elect to use the Blessed Chainsword's special ability, making the weapon Master Crafted for that turn only.
True Grit: Mathias is an expert at using both his weapons to devastating effect. He has the True Grit special rule, and can benefit from it even when using a Combi-weapon.
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Old 08 Nov 2006, 21:14   #9 (permalink)
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Default Re: Character Competition [POOLING]

Valhallen Warrior

Sargent Chellmohev Of the Ultstadt Solvek 7th Riders, and improved veteran retinue

[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]Sargent Chellmohev[/td][td]130[/td][td]5[/td][td]4[/td][td]4(5)[/td][td]4[/td][td]3[/td][td]4[/td][td]3[/td][td]10[/td][td]+4[/td][/tr][/table]


an Imperial Guard army of 1,500 pts can include Sargent Chellmohev and his retinue. If you take him then he counts as an elite choice and must be used exactly as described below, and may not be given any additional equipment.


Weapons:Bolt Pistol, Customized Chain-Sword, Carapace Armour, Bionics, medallion Crimson

SPECIAL RULES:
Customized Chain-Sword: This is a chain-sword which has been modified with a more powerfull motor to increase the revolution speed. This weapon gives a -1 from enemy saves, and +1 to Chellmohev's strength (included above), It also rolls two dice for armour penetration when attacking a vehicle.

Affected: Due to the grim horrors which Chellmohev has witnessed, his mind is not completely intact. After 3/4 of his retinue is killed, he will charge his squad blindly in to combat. After 3/4 of his original squad die, in the assault phase roll a die. On a roll of +3 move Chellmohev, and his remaining retinue, 6" towards the nearest enemy unit.

Uncaring: Through years of warfare, Chellmohev has learned that to form relationships is to ask for heartache. Thus, his personal squad remains detached and aloof. The squad under his command is not required to take a morale test until it suffers 50% casualties. It is not affected by the -1 leadership until it suffers 75% casualties.

Devotion: Due to his devotion to the Emperor and the Imperium, Chellmohev despises cowardice and fear. If a squad accompanied by Chellmohev fails a morale test, you must sacrifice one model instead of falling back.

Fearless Independent: When on his own, Chellmohev counts as being fearless and does not have to take pinning or morale tests. However this is not conferred to the unit he accompanies. The unit must therefor take a morale test with Chellmohev's leadership and enact Chellmohev's Devotion special rule if they fail.

Character: Chellmohev is an independent character, however he must remain within 2" of his original squad at all times and may not leave it. If it is wiped out, Chellmohev reverts to being an independent character.

Chellmohev"s Veterans

[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]Chellmohev's veteran[/td][td]10[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]1[/td][td]3[/td][td]2[/td][td]8[/td][td]+4[/td][/tr][/table]

Unit Size: between 4 and 9 Chellmohev's veterans

Weapons: Las pistol and close combat weapons

Options: 2 veterans can take one of the following, a plasma gun at +10 pts, a Grenade Launcher at +8 pts, or a Flamer at +6 pts.

SPECIAL RULES:
Close-Combat Drills: Due to the rigor which Chellmohev subjects his veterans during training, they have a +1 WS and +1 attack. (included above)

Bio:

-- transcript of a conversation between Chellmohev and his 2nd at the battle of Casamain Valley on the planet Mendhor--

"All right boys, new orders from Command, We're gonna charge those gun emplacements" - Chellmohev

"But thats suicide sir! we'll all die!" - 2nd

"I don't care about my life, and I certainly don't give an Orc's A** about your's so we're charging those guns or I will blow You're Emperor D**ned head off! Now Move!" - Chellmohev

(Chellmohev was the only soldier to reach the gun emplacements after suffering grievous wounds. He single handedly killed every Chaos Cultist Manning the 6 Heavy Bolters. This action gained Chellmohev the Medallion Crimson as well as his bionic arm and leg)

-- end transcript --

Chellmohev fought in the great wars on Ultstadt Sol with the Lebin 103rd before the planet was rediscovered by the Imperium. Now he fights for the Emperor against the Orcs, Eldar, Tyranids, and anything else he is told to kill. Countless engagements and wounds have left his mind in a slightly broken state and his experiences have made him in to a cold weapon of the Emperor.




If all that is to long then PM me back and i will send you a shorter version. Also, im not sure if i spelt Imperium correctly. Finally, please let me know if i should send any Info about the Ulstadt Solvek 7th Riders. They are a regiment I made up.
Thanks.
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Old 12 Nov 2006, 20:03   #10 (permalink)
42
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Default Re: Character Competition [POOLING]

Abael

Master Tacetius, Legatus Majoris of the Tacetii

Profile Pts/Model. .WS . BS . S . T . W . I . A . Ld . Sv
Tacetius 165 . . . . 5 . . 5 . . 4 . 4 . 3 . 5 . 4 . 10 3+/4+*

Special Character: Tacetius is a special character. He may be used in Knights Angelic armies of 1500 points or more as an HQ choice. You may not select any additional equipment or wargear beyond that defined below.

Equipment: Bolt Pistol, Master-crafted Power Weapon, bionics, Terminator Honours (bonus included in profile above), Iron halo, frag grenades, and melta bombs.

SPECIAL RULES
Independent Character: Tacetius is an independent character as described in the Warhammer 40,000 rulebook.

Rites of Battle: As Space Marine Commander

Counter Attack: As detailed in the Universal Special Rules in the Warhammer 40,000 Rulebok.

Infiltrate: As detailed in the Universal Special Rules in the Warhammer 40,000 Rulebok.

Master of Subterfuge: Tacetius and his Command Squad (if he has one) may always Infiltrate, regardless of whether the mission played allows it or not. They are also unaffected by the following equipment and skills: Auspexes, Surveyors, "A Word in Your Ear", and Alaitoc Ranger Disruption.

Command Squad: Tacetius may be accompanied by a Command Squad from the normal army list. If this option is taken, then the command squad must purchase the Infiltrate skill at the cost listed. Note that since Tacetius already has the Infiltrate skill, that he does not need to purchase it again from the Command Squad. The Command Squad must also purchas True Grit and Counter Attack, as from the Trait Advantage "Trust Your Battle-brothrs". Tacetius does not need to pay any further points for this. No additional characters may be attached to Tacetius' command squad, as they lack the experience and training of Infiltration that Tacetius and his squad benefit from.

Fluff
Nearly 600 years old, Tacetius is one of the oldest members of the Knights Angelic. He is the founder of the Tacetii, one of the four Mani which make up the Knights' Angelic unique organization. As a scout, he learned the importance of stealth and how it lends itself to incredible tactic. And so, when he founded the Tacetii (and changed his name to Tacetius; very few Marines remember what it was before then), emphasis was placed upon stealth and infiltration.
Tacetius is a master tactician, having lead hundreds of battles and memorized the actions and results of hundreds others. He is very quiet, leading through hand-signals, signal lights on his Tacetii's HUDs, and experience. This has payed off, and Tacetius has made countless successful missions behind enemy lines, pin-point strikes causing entire armies to collapse in upon themselves.
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