Tau Empire Codex 2013 | Army Builder Program
Dark Angels Codex 2013
Chaos Daemons Codex 2013
Chaos Space Marines Codex 2012

Warhammer 40k Forum Tau Online

 

Warhammer 40K Forum

Create-A-Character Competition [VOTING]
View Poll Results: Which character is your favourite?
Entry A 0 0%
Entry B 1 1.79%
Entry C 8 14.29%
Entry D 5 8.93%
Entry E 2 3.57%
Entry F 13 23.21%
Entry G 3 5.36%
Entry H 10 17.86%
Entry I 2 3.57%
Entry J 2 3.57%
Entry K 1 1.79%
Entry L 2 3.57%
Entry M 1 1.79%
Entry N 0 0%
Entry O 3 5.36%
Entry P 3 5.36%
Multiple Choice Poll. Voters: 56. You may not vote on this poll

 
Old 21 Oct 2009, 13:40   #1 (permalink)
Shas'El
 
Join Date: Aug 2004
Location: Royal Leamington Spa, England
Posts: 2,510
Send a message via MSN to Hive Lord
Default Create-A-Character Competition [VOTING]

Entry A
Quote:
kira'ne'cen
founder of the ce'sen sept and the lone hunter

when his parents where murdered by a drunk legion of guardsmen kira'ne'sen has been stalking the shadows with his special rifle developed from ce'sen. he hunts lonesome and hard killing any who come into his scope. he is known for his ruthlessness and no mercy policy he hates the guardsmen with a passion. when he came across a group of imperial space marines in a battle on the world of balitro. he saved the captain of the marines and proceeded to a campaign with the marines help,proceeding straight to imperial homeworld he himself murdered every man woman and child,bar one,in his terrible encounter he became insane and mutters these words "he is coming the stalker , he is here i know it i fear this day i knew it would argh! no! no! no! NO! NOOOOOOOOOOOOOOOOOOOOOOO!" the hunter proceeded to a forge world slaughtering all in his path all races are murdered mercilessly. even tau that get into his way are butchered this lonesome hunter is the ultimate hunter and will not stop until he finds the murderer and extracts his revenge in inhuman terrible ways, but the guardsmen who did the act are unaware of the great hunter.

215pts

ws bs s t w i a ld sv
4 7 4 4 3 6 2 10 4+

wargear:
ce'sen selopper rifle (counts as exitus rifle)
shield generator
c'tan phase blade
camo cloak
special rules

feel no pain: kira is so enraged he will ignore all but the most serious wounds
move through cover:his increased training in hunting has increased his ability to move through most cover
infiltrate
scout
fearless


Entry B
Quote:
The Exodites on Rumín do not see a difference between the Seer and Warrior Path; tribe leaders combine attributes from the Farseer and Autarch into one deadly art. There is no finer example than Master Zhay Symóth, who unites the tribes against the Mon’Keigh who try to settle the planet. Rumín has multiple layers of crust and jungle making air support almost impossible to utilize.

Symóth’s tribe uses primitive weapons enhanced by psychic energy. When Craftworld Eldar arrive to help drive off the Imperium, Symóth does all he can to help the Craftworld brethren rid of the Mon'Keigh.

To increase battlefield effectiveness, Symóth and other chieftains ride Incantar. These large, psychically attuned dragon-like dinosaurs are used to annihilate and terrify enemy platoons and destroy any vehicles the Imperium had to offer.


Yeah, I know them Incantar—from Rumín. Fifteen to seventeen meters long. Active camo enhanced by psychic powers. Teeth that could bite through a Leman Russ barrel and claws that can rip off the turret. A hide that can shrug off tank shells. Tail that can sweep a Sentinel squadron. I thought them Catachan Devils were fierce critters. We brought some Devils to Rumín to see ‘em take out the Incantar. I watched a herd of six and them savage Eldar riders sneak up and kill eleven Devils, eatin’ the Devilspawn for breakfast.

I called the artillery and watched with my own eyes the beasts disappear and kill the other snipers, then find and attack the artillery! I hid in Devil manure to stay alive. We took heavy flamers, heavy bolters, autocannons, and lascannons. We hunted ‘em down, put ‘em down, and watched ‘em get back up. Because of them Incantar and Eldar that ride ‘em, we lost the battle for Rumín—for the fifth time.

— Sergeant Yank Misty


Master Zhay Symóth 185 points
WS BS S T W I A Ld Sv
6 5 3(6) 3(6) 4 5 1+3 10 4+


Master Zhay Symóth can be used in and Eldar army as an HQ choice, but does not fulfill any compulsory requirements.

SPECIAL RULES
Psyker, Fearless, Eternal Warrior, Feel No Pain, Monstrous Creature, Cavalry, Stealth, Scout.

WARGEAR
Ghosthelm, Singing Spear, Amulet of Renél, Incantar.


Psyker: Master Symóth is a Psyker as described in the Warhammer 40,000 Rulebook. He has the Doom and Destructor abilities as described in the Eldar Codex, and may use both psychic powers in the same turn.

Amulet of Renél: This amulet is an ancient necklace that was developed during the Fall as a defense against physical and psychic attacks. It is the only remnant of what can be considered one of the first Runes used by the Eldar. The Amulet has been passed down through the generations to Symóth as a symbol of power that protects the leader.
To represent this, any psychic power that would affect Master Symóth is negated on a 4+ and grants him a 5+ invulnerable save in combat. If he fails a psychic test, the owning player may re-roll one of the two dice, but the second result stands.

Incantar: Instead of using technological methods of transportation, the Exodite clans travel on natural animals to evade detection. Symóth rides the bull of a herd of Incantar. Its size and strength are testaments to its fearsome power. To protect itself, the Incantar expends energy to conceal itself amongst its surroundings, producing shifting, holographic images in an active camouflage. Such a creature cannot easily be hunted or destroyed by normal means.
The Incantar grants Master Symóth the Eternal Warrior, Cavalry, Monstrous Creature, Stealth, and Scout special rules, and doubles his strength and toughness characteristics (as shown in the profile). The mount also grants Master Symóth a 5+ invulnerable save to ranged attacks. Because the Incantar is so large and ferocious, Symóth can only make one attack with his Singing Spear (using his base strength of 3), as shown in the profile; all other attacks (including the charge bonus) are made by the Incantar.


Entry C
Quote:
Zacharius Foulsalt is the grim Lieutenant-General of the 6[sup]th[/sup] Brigannion Liberators Regiment and Acting Captain-General of the first Army Group (the first ten regiments). His artillery regiment is unique in that it eschews much of the heavy artillery normally expected for besieging a fortress-world and comprises largely of mechanised infantry. Dubbed the “Light Artillery Regiment” this contains entire companies of Griffon armoured weapon carriers and every Infantryman is expected to fight equally well with a mortar as he or she can with a lasgun.

Foulsalt was raised on a backwater agri-world but quickly abandoned his intensive farming when they were relieved from a chaos attack by the 222[sup]nd[/sup] Tallarn. Foulsalt fought extensive wars with the Tallarn, and was field-promoted to a Liutenant when his commanding officer was torn apart by an Ork. As soon as he had access to a vox-machine he ordered the artillery to devastate his position. Although very few of his new troops survived the barrage it scattered the orks, turning the tide of the battle and he received his first decoration. His career is punctuated with close-range artillery barrages and he has been injured by his own guns on several occasions. When the 222[sup]nd[/sup] Tallarn was wiped out bar a dozen men, they were supposed to integrate with the 71[sup]st[/sup] Mordian, but the Elsyian Lord-General Lieffen Hal saw his potential and appointed him to found an Artillery Regiment for the assault on the Planet of Steel, Brigannion IV.

Foulsalt has a reputation for keeping his artillery close to the front lines, training his soldiers to “Keep the enemy at arms reach. Distant enough to survive, but close enough to watch them burn”. He trained his regiment to pin the enemy down with light, accurate artillery fire whilst keeping up a rapid, mechanical advance to the front.


[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]Zacharius Foulsalt[/td][td]75[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]2[/td][td]3[/td][td]2[/td][td]8[/td][td]5+[/td][/tr][/table]


Unit Composition:
  • Zacharius Foulsalt
  • 4 Guardsmen
Wargear :
  • All: Lasgun or Laspistol
  • All: Close Combat Weapon
  • Zacharius Foulsalt: ECCTN (see special rules)

Unit Type :
  • Infantry (Zacharius Foulsalt and Guardsmen)
  • Vehicle, Tank (Chimera Transport)

Special Rules :
  • The Enhanced Command & Control Targetting Network that Zacharius carries allows one friendly unit with a vox-caster within to re-roll the the scatter dice and/or the dice for distance scattered when using any Ordnance/Barrage weapons, as long as he is alive.
  • Independant Character

Transport :
  • Zacharius Foulsalt and his guardsmen must ride in a Chimera, chosen from the Imperial Guard codex and may take any of the options listed there.

Liberators/Steelbreakers 6th:
  • If Zacharius Foulsalt is included in the army then any Chimera may swap its turret weapon for a hull-mounted Mortar (this does not replace the hull-mounted weapon already in place).
  • Any Infantry Squad, Platoon Command Squad, Company Command Squad or Veteran Squad may take a Mortar for free. However, any heavy weapon in these squads that is not a Mortar costs 5 points more than normal.
  • The cost and options for normal Heavy Weapons Squads are unaffected, except they may now take a Chimera as a dedicated transport.
  • Any Griffon Heavy Mortar may take an Enclosed Crew Compartment for +5pts instead of the normal cost in the codex.


Entry D
Quote:
Just below the official southern rim of the Imperium of man exists a small star, orbited by two planets in very similar orbits. This system is not on any record of the Imperium save for those with highest authority within the Inquisition. For the larger planet, Sorcak II, is the home of a large Ordo Xenos research station a mile under its barren grey surface. The other planet is smaller and greener, and one of the imperium’s largest laboratories. For deep below Sorcak II, scientists have been examining and mutating patterns of alien DNA to try to create creatures capable of filling human roles-slave labour. The last research project was trying to create Orks with the Navigator gene, much hardier and more efficient than human navigators.

One Ork on the planet, however, was a Mek with great talent and intelligence (for an Ork). His near-human intelligence may even have been a result of the mutations inserted into the Orkoid gene pool. Either way, a mixture of trickery, cunnin’ and brute strength allowed him quick progress to the warboss of the tribe’s main advisor… and the advisor of the one after that, and the one after that. For as the Bosses came and went, Whizzbang remained the power behind their thrones. In particular, he also had several warbosses who decided they didn’t need his help turned into his ‘pet’ Deff Dreads, who accompany him to battle often. With the unexpected and, for the Imperials, untimely crash of a distressed Navy ship on the planet, Whizzbang united the tribes and, now as their leader and ‘Mekboss’, he fixed the ship and made for space. The new WAAAGH! Whizzbang attacked the first thing in its path-the research centre that had created them. With near unstoppable force they slaughtered the small defence force and, with Whizzbang at their head, looted all the impressive technology.

Mekboss Whizzbang 275 + 50pts/Whizzy Nob

[table][tr][td] [/td][td]Points[/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]Whizzbang[/td][td]270[/td][td]5[/td][td]3[/td][td]5[/td][td]5[/td][td]4[/td][td]4[/td][td]4[/td][td]9[/td][td]2+[/td][/tr] [tr][td]Whizzy Nob[/td][td]50[/td][td]4[/td][td]3[/td][td]4[/td][td]4[/td][td]2[/td][td]3[/td][td]3[/td][td]7[/td][td]2+[/td][/tr]
[/table]

[table][tr]
[td]Unit Composition:
  • 1 Whizzbang
  • 0-4 Whizzy Nobs
[/td]

[td]Wargear:
Whizzbang:
  • Whizzy Armour
  • Da Small Shield
  • Bosspole
  • Waagh! Banner
Whizzy Nobs:
  • Whizzy Armour
  • Mek’s Tools
Whizzy Nobs:
  • Whizzy Armour
[/td]

[td]Options:
Whizzbang:
  • May replace Twin-linked shoota with a big shoota, Burna, any Kombi-weapon or a Skorcha for free
  • May replace twin-linked shoota and Power Klaw with a pair of Burny fists for +10 pts
  • May replace twin-linked shoota with a Kustom-Mega-Blasta or twin-linked Rokkit Launcha for +15 points
  • may replace Twin linked shoota with a Power Klaw or Uba-Mega-Blasta for +20 pts
  • May replace Twin-linked shoota and Power Klaw for a Gadjet Pack for +90 pts
  • may be accompanied by an ammo runt for +5 pts
[/td]
[/tr]

[tr][td] Unit Type:
  • Infantry
[/td][/tr]

[tr][td]Special Rules:
Whizzbang:
  • Da Mekboss
  • Mekanical WAAGH!
  • Mob Rule
  • Furious Charge
  • Independent Character (when not in a unit with Whizzy Nobs)
[/td]

[td]Transport:
  • May take a Battlewagon or Looted Wagon (without the Kilkannon and Boomgun upgrades) as a dedicated transport
  • Alternatively, any unit in the army may select a Trukk as a dedicated transport, even if they would not usually be allowed to
[/td]
[td][/td]

[td][/td][/tr]
[/table]

Da Mekboss: If Whizzbang is in your army, you may take Killa Kans and Deff Dreads as Troops Choices. Alternatively, you may take one unit of Killa Kans or Deff Dreads as a troops choice, and it counts as a scoring unit (even though it is a vehicle)
Mekanical Waagh! on the turn a Waagh! is declared, you may move all vehicles an extra 2” in the shooting phase and any walkers add 1” to their assault range.
Whizzy Armour: Whizzy Armour confers a 2+ save on the wearer. It also incorporates a twin-linked shoota and a power Klaw.
Da Small Shield: A Small shield gives the wearer a 5+ invulnerable save
Burny Fist: Essentially a number of small burnas attatched to a large metal fist. Each fist may be treated either as a burna or a lightning claw (although not both in the same turn). If Whizzbang decides to use both Burny Fists as Burnas, he fires two burnas instead of one twin-linked Burna.
Gadjet Pack: A Gadjet pack incorporates two pieces of equipment: a Kustom Force Field and a Shokk Attakk Gun. It also allows Whizzbang to re-roll Mek’s tools tests that roll a one. However, any model wearing a Gadjet pack is always treated as moving through difficult terrain.
Uba-Mega-Blasta: An Uba-Mega-Blasta is treated as a kustom-mega-Blasta but does not have the Gets Hot! rule.
[hr]
If you consider the background section too long, please tell me and I will try to shorten it.


Entry E
Quote:
Rion Thondor, Champion of Karlak IV - 120 points
[table][tr][td][table][tr]
[td][/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]Rion Thondor[/td]
[td]
5
[/td]
[td]
5
[/td]
[td]
3
[/td]
[td]
3
[/td]
[td]
4
[/td]
[td]
5
[/td]
[td]
5
[/td]
[td]
9
[/td]
[td]
4+
[/td]
[/tr][/table][table][tr][td]
Unit Type
  • Jump infantry (Jetpack)

Special Rules
  • Oblivious Stubborn
  • Too Much Coffee Lightning Reflexes
  • Oops... Bionics
  • Pistol Expert
[/td][td] [/td][td]
Wargear
Shas'vre:
  • Rion's warsuit
  • Naval pistol
  • Pulse pistol
  • Inferno pistol
  • A pair of autopistols
  • A pair of Xenarch death arcs
  • Laspistol
[/td][/tr][/table][/td][td][/td][/tr][/table]

[hr]

Lightning Reflexes: Rion has a 4+ invulnerable save.

Rion's Warsuit: Rion's warsuit grants the wearer a 4+ save.

[table][tr]
[td][/td]
[td]
Range
[/td]
[td]
Strength
[/td]
[td]
AP
[/td]
[td]
Type
[/td]
[td]Notes[/td]
[/tr][tr]
[td]Naval pistol[/td]
[td]
12"
[/td]
[td]
4
[/td]
[td]
--
[/td]
[td]
Pistol
[/td]
[td][/td]
[/tr][tr]
[td]Inferno pistol[/td]
[td]
6"
[/td]
[td]
8
[/td]
[td]
1
[/td]
[td]
Pistol
[/td]
[td]Melta[/td]
[/tr][tr]
[td]Autopistol[/td]
[td]
12"
[/td]
[td]
3
[/td]
[td]
--
[/td]
[td]
Assault 2
[/td]
[td][/td]
[/tr][tr]
[td]Pulse pistol[/td]
[td]
12"
[/td]
[td]
5
[/td]
[td]
5
[/td]
[td]
Pistol
[/td]
[td][/td]
[/tr][tr]
[td]Xenarch death arc[/td]
[td]
Template
[/td]
[td]
4
[/td]
[td]
3
[/td]
[td]
Assault 1
[/td]
[td]Rending[/td]
[/tr][/table]
Hive Lord is offline  
Old 23 Oct 2009, 20:21   #2 (permalink)
Shas'O
 
Join Date: Mar 2005
Location: Ontario, Canada
Posts: 9,807
Default Re: Create-A-Character Competition [VOTING]

Entry F
Quote:
Kaptain Squigbeard:

Long ago, in the distant era of three weeks ago, Kaptain Squigbeard embarked upon an epic quest to become the greatest pirate the Skullkrumpa Clan had ever seen. His epic quest took him to many exciting places; Rubgub's pub, Bokgit's bar, Da Bubblin' Squig drinkin' establishment, and of course the Grotspit distillery. After many long minutes of heavy drinking, Squigbeard yelled at the Meks to build him a ship. Despite being eight thousand miles from the ocean, Squigbeard refused to listen to any objections longer than it took him to find something to hit the protester with, and thus his ship was built.

After a few days, the leader of the Tribe returned from beating up other Clans to find a huge sailing ship propped up against his house. Enfuriated, the Warboss challenged Squigbeard with a bestial roar. Squigbeard answered in true Ork fashion by grabbing the Big Mek's personal Kustom Kannon. Ignoring the rather large stickers saying "Warnin'!", "Danger!" and "Usin' Dis iz a reelly bad idea!", Squigbeard let fly with the mighty gun. Where the body of Warboss Fangrot landed is a mystery, although his left boot was seen leaving the star system at speed.

After a week or so of trying to sail his ship through a desert and, for some inexplicable reason getting absolutely nowhere, Squigbeard looked up and decided he'd found a new destination. The quest to get himself a Space Kroozer had begun, and soon his tribe, along with all the others smart enough to kowtow to his smelly boots, were heading for the stars.

And so it was that Squigbeard's reign of terror truly began.


Any Ork Army may purchase Kaptain Squigbeard as a HQ choice.
[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]Kaptain Squigbeard[/td][td]135[/td][td]6[/td][td]2[/td][td]5[/td][td]5[/td][td]3[/td][td]4[/td][td]5[/td][td]9[/td][td]4+[/td][/tr]
[/table]
Wargear: Soopa-Oopa-Doupa-Shoota, Da Flag of Squigbeard, Beard the Squig (Attack Squig - bonus included above), 'Eavy Armour.
SPECIAL RULES:
Soopa-Oopa-Doupa-Shoota: This shoota began its life as a basic slug-thrower. Added to this was a second barrel, a third barrel, a stolen weapon of unknown origin, Go Fasta Stripes, a glowy ball thingy, an entire box of the Mek's most expensive thingamabobs and, of course, a machine that goes 'bong'. The result is usually a very killy gun, but occasionally it becomes a VERY killy gun indeed!
This weapon counts as a Kustom Mega-Blasta. In addition, once per game the weapon may be fired in "Soopa-mode" with the following profile:
Range: 48" Str: 10 Ap: 1 Type: Heavy 1 Blast, Gets Hot!
If the weapon Gets Hot! when firing in "Soopa-mode", the weapon itself explodes and cannot be used again.
Da Flag of Squigbeard: It is said (by Squigbeard) that this flag grants him amazing powers of super-fightiness. Since Squigbeard's flag encorporates an unstable plasma core, nobody who likes a head on their shoulders is willing to argue.
Da Flag of Squigbeard counts as a power weapon. In addition, any unit joined by Squigbeard gains +1 Ws. This does not include Squigbeard himself (he's already got the bonus) and does not stack with the Waaagh! Banner bonus.
Pirate Kaptain: If Squigbeard is included in your army, one unit of Flash Gitz may be taken as a Troop choice.


Entry G
Quote:
Commander Frostwave
Commander Frostwave first rose to power in the Damocles Gulf Crusade. During the crusade the shas’vre was promoted to command of a single cadre made up of almost entirely stealth suits. His cadre was charged with infiltrating behind enemy lines and to separate the guard from space marines. When separated Frostwave systematically destroyed all commanders of the guard and the proposed for them to join the tau and fight for the greater good. He was given a XV22 battle suit, but unhappy with the suits systems gave a division of the Earth Caste the role of upgrading the suit. The suit was named the XV31 or the Frostwave battle suit, from where Commander Frostwave got his name. The suit was given a two twin compressed rail guns, given a shorter range and slightly less firepower but is much more mobile. Also two flamers were added, however when fired the flamers do not show any visible flame, causing serious moral damage as entire squads are suddenly destroyed in seconds without even giving the slightest hint to the location of the attacker. At the request of Frostwave the stealth fields on the XV31 battle suit were modified so as to engulf all nearby friendly units.
Commander Frostwave WS BS S T W I A Ld Sv
4 5 4 4 3 4 4 10 2+
Special Character
Equipment
1 twin linked enclosed rail gun
Enclosed rail gun range 40” Strength 8 AP 1
2 frost flamers
Frost Flamer range template Strength 6 AP 4
Target lock
Jetpack
Unit type: Jump Infantry
Special rules
Fleet of Foot: Among some of the extensive modifications to the XV31 battle suit the earth caste produced an experimental strength enhancer allowing Frostwave to travel at phenomenal speeds.
Frost Flamers
Every time Frostwave shoots at a enemy unit with the frost flamers the unit must take a moral test.
XV31 Battle suit
The XV31 battle suit grants the wearer the acute sense special rule and a 4+ invulnerable save. Also the integrated stealth field included expands to all friendly units within 8”.
Points: 250


Entry H
Quote:
The Goff clan is renowned for it's size and strength. Any ork with half a brain knows that "da biggest an' da meanest come from da Goffs". Even Ghazghkull Thraka, the scourge of the Armageddon system, comes from the Goff clan. However, one of the smallest of the tribe could prove to be the strongest amongst them all.

Amongst the Goffs of Drysilla IV, the Big Mek Junka ruled supreme. He was recognised as a genius amongst orks, constructing death machines that made more noise and had more dakka than any other. Junka kept a swarm of Gretchin around to help him with repairs, but usually only needed one. Skreeb was unusually cunning and capable for a Gretchin, often able to fix things even Junka couldn't. The Big Mek was a little concerned about the skills of his assistant, but after all, he was only a Grot.

One night, Junka awoke to a cacophany of terror. His boys were running away from a clanking tower of smoke and blades. While it looked like a deff dread, it was far more impressive; it was bigger, noisier, shootier and deadlier than anything the ork could have ever dreamed of building. While his tribe fled all around him, being shot in the back by swarms of uprising Grots, the massive war machine seized Junka in one claw. The ork looked on in sheer terror as the whirring saw blades neared him, accompanied by a cruel shrieking laughter. By sunrise, the Goff camp was stained red, and all the remaining boys swore loyalty to their new boss, Skreeb da Mek-Runt!


Skreeb da Mek-Runt 340 Points
WS BS S FA SA RA A I Ld
4 4 6(10) 13 13 11 4 4 9
Special Rules
Paranoia
Skreeb, like all grots, has a stronger-than-average sense of self-preservation than most Orks. Therefore, Skreeb is always on the watch for any Ork who gets “too big fer ‘is boots”, in case there’s an uprising. He’s even more paranoid of any big Ork wielding a Klaw...
An army containing Skreeb cannot include a Big Mek. Also, any Warboss in an army containing Skreeb cannot take a Power Klaw.

Oi, leave da good gubbins!
Skreeb cannot stand Tankbustas. They blow up all the best gubbins, they waste fuel for their rokkits, and their Squiggy pets even blow up his own trucks sometimes! Any Tankbusta that joins his clan is warned not to shoot his toys, or else they lose the other arm.
No Tankbusta units in an army containing Skreeb may take Bomb Squigs. Also, any Tankbusta unit within 12” of Skreeb may ignore the Glory Hogs special rule – they know better than to “blow fings up while da Runt’s watchin!”

Equipment
Da Krusha Kan
While Skreeb was working under Junka, he secretly started building his own Dredd. Bigger, meaner, and actually reliable, Da Krusha Kan has terrorized battlefields ever since.
Skreeb is always riding in his kustom Deff Dredd, Da Krusha Kan. It is treated as a normal walker, with the additional benefits noted below. If Da Krusha Kan is destroyed, Skreeb is removed from play; he has either gone down with his creation or, much more likely, scarpered off to make a new one before the boyz notice.

Stompier Legs
Skreeb added an extra pair of legs to his dredd after a particularly good scrap against the forces of Chaos; he saw twelve of his boyz impaled on the legs of a Defiler, and had a good cackle at that. Unintentionally, this made his dredd much sturdier, able to shrug off heavy firepower. Intentionally, it made his dredd much deadlier, able to stomp on twice as many humies as before!
Skreeb ignores all Crew Shaken and Crew Stunned results.

Lots’a Grots
When Skreeb took over the clan on Drysilla IV, he led a massive swarm of Grots in a rebellion against the Goffs. After he took command, Skreeb kept the Gretchin around to swell the ranks. Seeing Skreeb as a saviour of sorts, the Grots clamber all over Da Krusha Kan, seeing it as an idol. Skreeb doesn’t seem to mind; after all, repairs can be made very quickly with lots of attendants at hand...and it means more bodies to absorb bullets.
Skreeb’s Krusha Kan includes the Grot Riggers upgrade, which functions on a 3+. Alternatively if you do not try to repair any damage, you may fire a Grotzooka D3 times, at the BS of 3. Also, an army containing Skreeb must have at least one unit of Gretchin, numbering at least 20.

Kustom-er Force Field
Like all Meks, Skreeb is obsessed with his creations. Unlike most, he is actually concerned for their safety. To protect his favourite toy, he built a Kustom Force Field. After a fight against the Eldar, he took some of their Gubbins (Da fings wot let dem tougher den squig hide!) and made it kustom-er.
Da Krusha Kan has a built-in Kustom Force Field. However, he always counts as being obscured, even in combat.

Da Krusha Kan also has four Dreadnought close combat weapons, each with a built-in Big Shoota. You may upgrade any number of the Big Shootas to a Skorcha for +6 points, or a Rokkit Launcher for +15 points.


Entry I
Quote:
Duranu, Avenger of the Fallen…………….165 points

WS BS S T W I A Ld Sv
5 4 3 3 3 7 4 10 4+

Comp: One (unique)
Unit Type: Infantry

Wargear: Kurnous’s Edge (Counts as power weapon)
Isha’s Remorse (Counts as 3+ poisoned weapon)

Special Rules: Oath to the Fallen
Warp agility
Blade finesse
Fearless


Oath to the Fallen: So desperate is Duranu’s need to kill, he may enter battle via deepstrike, but only in a transport. This includes the squad originally in the transport. The vehicle counts as turbo-boosting the turn it enters play.

Warp Agility: After fighting so long in the warp, Duranu’s legendary agility has become supernatural, drawing from the powers of the warp. He counts as having a 3+ invulnerable save in close combat, and a 5+ invulnerable save in range.

Blade Finesse: Duranu is the master of blades, able to wield both Kurnous’s Edge and Isha’s Remorse at the same time effectively. He counts as wielding a power weapon and poisoned weapon, he does not have to choose.

Duranu’s craftworld Ernathda was sailing through the warp on a routine trip to inspect Cadia when the craftworld’s shield generators were downed by an internal Dark Eldar saboteur, who managed to sneak onboard through a cloaked ship. There was utter silence for a minute while the perils of the warp raged outside their craftworld, unprotected by their shields. Suddenly, demons poured onto the vessel by the thousands. The command deck along with a fourth of the craftworld was instantly vaporized as the denizens of the warp materialized. Duranu, who was meditating in the striking scorpion shrine, jumped to his feet and quickly grabbed his weapons. Gathering the warriors that survived the psychic scream that crushed the minds of most of the craftworld, he led them on an insane charge to the hangar bay, where there was a Naiad class cruiser still viable. His warriors butchered their way through hallways, shrines, and libraries packed with demons hungering for their souls. In the end, it was only Duranu and his Banshee and Scorpion exarches that reached the ship. However, the demons continued to charge until the entrance ramp had completely sealed shut. The ship quickly filled with demons, so the exarches and their autarch jumped inside their escape pods and jettisoned off. Sadly, the seals on the exarch’s pods were broken by the enraged creatures. Duranu, the only survivor of his entire craftworld, swore an oath to never rest until he had slain as many demons as there were Eldar on his craftworld. After two hundred and eighty years in cryogenic sleep, he was picked up by the Altansar craftworld, and now fights as a free mercenary for any Eldar who will have him.
AuinMyrrath is offline  
Old 23 Oct 2009, 20:27   #3 (permalink)
Shas'O
 
Join Date: Mar 2005
Location: Ontario, Canada
Posts: 9,807
Default Re: Create-A-Character Competition [VOTING]

Entry J
Quote:
Shas’o’Suam’Eldi
Suam’Eldi came from the world of Vior’la and quickly and quietly climbed the ranks to shas’vre. He followed orders without complaint and seemed ready to take on any mission given to him. He was very ‘under the radar’ for many years, involved in conflicts with imperial forces and orks here and there. It wasn’t until he was given the chance to be the body guard of his lifelong friend Shas’el’D’Ka that he really stood out to the rest of the Tau. They were on a mission to reinforce a battle against Imperial forces that the tau was currently loosing. D’Ka and his forces landed and began to push back the Imperial invaders to a suitable distance for the initial forces to recover. During the siege D’Ka was killed by Imperial tank fire, and Suam’Eldi took command. Under his direction the Imperial forces were completely destroyed. He was awarded the rank of Shas’el for his bravery and command skills. After the conflict he disappeared to Fal’shia, working with Tau engineers on his battle suit and weapons. What they had created was a weapons system capable of reducing any infantry to a pile of bodies. Once these upgraded weapons were reviewed and tested Suam’Eldi was once again promoted, this time to Shas’o. He was given control of his own handpicked soldiers and was given the task of retaking one of their settlements lost to Imperial forces. His fist mission was an overwhelming success.

Fire wing 200 points
WS BS S T W I A LD SV
4 5 5 4 4 4 4 10 3+
Special Character: Commander Fire Wing is a special character. He may be used in tau armies of at least 1,500 points as an HQ choice, though he may never be a part of a force that uses Gue’vesa or other human axillaries. You may not select additional equipment from the armory.
Equipment: XV8 crisis battle suit, hardwired blacksun filter, hardwired multi-tracker, stimulant injector, two pulse storm cannons, and shield generator.
Unit type: Jump Infantry (jet pack)
SPECIAL RULES
Pulse storm cannon: This weapon was developed by Suam’Eldi along with tau engineers as a way to take out groups of infantry even faster than burst cannons. Suam’Eldi is equipped with two of these weapons. If both are fired at the same unit they count as pinning.
STR AP type
5 5 Assault 5
Bodyguard: Suam’Eldi may be accompanied by a bodyguard as detailed for a commander in the codex army list.
Independent Character: Unless accompanied by a bodyguard, Suam’Eldi is an independent character (see the Warhammer 40,000 rulebook).
Fighting for a purpose: Suam’Eldi seeks revenge against the forces of the Imperium for the death of D’Ka, and leads his forces towards the destruction of mankind. All forces under Suam’Eldi gain the Preferred Enemy special rule when fighting Imperial guard, or space marines.


Entry K
Quote:
Commander Sideswipe

Shas’ve Sideswipe is the most pronounced stealthsuit warriors in the Tau Empire. Named accordingly, Sideswipe is renowned for his quick-fire agility and his ability for him and his warriors to go unseen. The suits in his army are constructed with much more advanced technology, however because of this – The cost of these suits is often far too great for standard Tau armies to take as standard issue warriors.

Sideswipe allows much more technology to be taken for his army. Although on paper the army looks really expensive, but the extra upgrades and weaponry available is worth it. Any stealthsuit may purchase a markerlight, which although treated as a heavy weapon, may be shot on the run because distortion suits have the relentless special rule. With the addition of a multitracker, they can light up an enemy and fire at them in the same turn. Although the marker shooting squad themselves can not benefit from the markerlights they shoot, other units may (as per normal markerlight rules) The option of a plasma rifle available for counter of heavy infantry gives stealthsuits much more firepower then usual.

Sideswipe is in an XV25 suit, armed with a burst cannon, markerlight, hardwired blacksun filter and a hardwired multitracker as well as a distortion stealthsuit (See below).

XV25 Commander Sideswipe – Stealthsuit – 300 points

WS BS S T W I A Ld
3 4 4 4 2 4 3 10

Armour save - 3+

Unit Type – Jump Infantry

Subcommander – Sideswipe does not act as the commander of a Cadre, and therefore does not count as the compolsury HQ choice. He may not be used in an army containing any Etherals, Commander Farsight or Commander Shadowsun, but there must be a Shas’el or Shas’o in the army to lead.

Army choices – Distortion stealthsuits take up an elite choice, however in an army containing Sideswipe, one squad may be taken as a troop choice.

Stealthy tactics – Distortion stealthsuits, including Sideswipe’s bodyguard may not deepstrike, and must be declared to either outflank or infiltrate at the start of the game. Only 2 stealthsuit squads (including Sideswipe) maximum may be held in reserve, the others must infiltrate. Distortion Stealthsuits may infiltrate anywhere as long as they are not within 12” of an enemy unit with a line of sight to them. They may set up anywhere (up to within 1 inch) as long as no unit within 12 inches can draw line of sight. Drawing line of sight for the purpose of infiltrating setup is not affected by the distortion suit, so no spotting roll needs to be made unless the night fighting rules are used.

Bodyguard – Included in sideswipes cost is his team of bodyguard. Sideswipe and his guard count as a single HQ choice, and consists of 4 other stealthsuits. His bodyguard is armed with a hardwired multitracker and blacksun filter, and may take either a burst cannon for 5 points, a fusion blaster for 10 points or a plasma rifle for 20 points. In addition to this main weapon, a markerlight may be purchased for an additional 20 points.


Entry L
Quote:
Nazduruk Lurkmek

[table]
[tr]
[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]
[td]Cost[/td]
[/tr]
[tr]
[td]4[/td]
[td]2[/td]
[td]4[/td]
[td]4[/td]
[td]2[/td]
[td]3[/td]
[td]3[/td]
[td]8[/td]
[td]4+/5+[/td]
[td]130[/td]
[/tr]
[/table]

Wargear:
Snazzy Armor
Wrecka Hamma
Slugga

Special Rules:
Independent Character
Furious Charge
Mob Rule
Waaagh!
Swingin' Time

Snazzy Armor - Snazzy Armor is looted from bits of everything Nazduruk could get his hands on. Snazzy Armor gives Nazduruk a 4+ armor save. In addition it has a smaller version of a kustom force field built into it but this one operates differently. Nazduruk, and any unit he's attached to, receive a 5+ cover save in shooting. If he's riding in a vehicle then the vehicle counts as obscurred. When in assault Nazduruk will reduce the range of the field to concentrate it only on himself, thus he gets a 5+ invulnerable save in assault. It has no effect on any other model in the unit in assault.

Wrecka Hamma - Nazduruk thinks the bigger the hammer the better it is fixin' things. If Nazduruk is inside, or in base contact with, a vehicle at the end of his movement then he can attempt to repair a single weapon destroyed or immobilized result. Roll a D6 - on a 3+ the result is negated. This could allow a previously immobilized vehicle to move in that movement phase or shoot in that shooting phase. However, if a 1 is rolled then Nazduruk gets carried away beating things back into place and no further attempts can be made to repair that vhicle for the game.

The Wrecka Hamma is wielded as a 2-handed weapon in assault granting +2 strength.

Swingin' Time - Nazduruk spins himself in a circle with his Wrecka Hamma extended out to smash anyone that gets near him. You can choose to attack normally or use Swingin' Time but you can not do both. Roll a D6 - on a 2+ proceed with the attack normally. Any enemy model in the combat and within 2" of Nazduruk will take an automatic S3 hit. If a 1 is rolled then Nazduruk gets carried away and smashes D3 friendly models in his unit, inflicting S3 hits. If he is not attached to a unit then he takes a single S3 hit.

Background
Nazduruk is a bit unhinged, even by Ork standards. When Sun'z Killas left behind Angelis, boarding a space hulk to further their mercenary career, Nazduruk disappeared for a few weeks and when he was seen again he had changed drastically. Nobody knows what happened to him, and he's never said a word, but there was no denying Nazduruk's place in the Ork hierarchy upon his return. The previously slim and pale Nazduruk had bulked up to nearly the size of Guldreg, the tribe's Warboss, and his skin was a dark earthy green.

Nazduruk had become a regular at the fungus brew hall where previously it was unheard of to see him there. He would sit by himself with his favored weapon and tool, the Wrecka Hamma, a large two-handed hammer. You could almost guarantee that if Nazduruk was drinking then a fight was just squig's breath away. Unprovoked he would quickly rise from his seat, grab his Wrecka Hamma, and just start spinning himself around and clobbering anyone who was too close. In a few moments the bar patrons who weren't smart enough to flee would be laid low by Nazduruk and he'd then reclaim his seat and continue drinking.

Guldreg wasn't one to waste such ferocity and so he would have Nazduruk often lead a warband. From these battles Nazduruk would loot anything of value, armor, various worky gubbins, and he began building his Snazzy Armor. Once completed, the armor afforded him a great deal of protection from the thick plating to the built in force field. With his Snazzy Armor and his Wrecka Hamma he would lead the charge into the enemy, spinning around with his hammer and destroying entire units on his own, not to mention any Boyz who got too close.
AuinMyrrath is offline  
Old 23 Oct 2009, 20:30   #4 (permalink)
Shas'O
 
Join Date: Mar 2005
Location: Ontario, Canada
Posts: 9,807
Default Re: Create-A-Character Competition [VOTING]

Entry M
Quote:
EITH LOK PTS 245
WS BS S T W I A LD SV
7 7 4 4 3 7 4 10 2+

FLEET OF FOOT
FEERLESS
ETERNAL WARRIOR
SURPRISE ASSAULT
WITHDRAW

Dual Deathcloud Spinnerets:
template S6 AP4 Rending, assault 2

Blades of the fallen:
Power blades that have been infused with the soul stones of fallen farseers, making them faster stronger and most importantly deadly accurate. Blades of the fallen never needs more than a 3 to hit and never need more than a 4 to wound. The increased speed grants them a +2 to attack instead of +1 for 2 weapons.

In a battle that prdates the Horus Heresy, the Eldar was in desperate battle with the forces of Chaos. Eith Lok was a part of a reinforcement battle group. Being one of the most viscious and cunning Exarchs in combat he was entrusted with the ancient Warp Spider armorment.

Upon deep striking onto the battle feild close to the fight, Eith Lok soon realized the true power of his newly acquired weapons. In but a few momwnts the area was secured and He led his troops across the battle feild reaking havok on his foe.

Eith Lok spotted a farseer and hid body guard in trouble they were about to be jumped by a large demon brood a lead by a BloodThirster. Eith Lok warp jumped between the deamons and the farseer. Bring to bear the full fire power of his spinnerets he sent the leser deamons back to where they came. The Bloodthirster burst from the death cloud and charged tward Eith Lok. Eith leaped forward thrusting his swords into the blood thirster then teleported behind the beast to deliver the fatal blow. The Blood thirster writhing in pain latched on to Eith and drug him back to the warp.

Eith Lok was now traped in the warp doomed to an eternity of contant battle with the deamons who dwell there. After thousands of years of fighting Chaos his jump pack began to fail. While warping from a fight he recived a shock and was temporaly blinded. and when he opened his eyes he was in a small area surrounded by space marines. One of the marines that was startled by his suprize guest raised his bolter to fire, but before he could pull the trigger his bolterfell in two and his head leaped from his shoulders.

))))))))))))))))))))))))))))))))))

Warlok Eledara leading a heavy weapons crew orderd them to fire on a Land raider that was bearing down on them. They scored 2 direct hits with there D-cannons but nothing seemed to happen. But before Eledara could give a second command to fire the vehicle ground to a halt and the dors opend. Eledara gave the orders to prepare for assault. Then it steped out not a marine ....but 1 lone Warp Spider Exarch......


Entry N
Quote:
Ariath of the Dethiael Kabal

Ariath is the current leading Arcon of the Dethiael Kabal, a small but deadly Kabal who favours rapid insertion and complete saturation in their attack. Ariath began as at the bottom of the ladder as a simple Warrior following the path of the Scourge –like many of his people, slowly making his way –through action, innovation and treachery- to an Archon position 1500 years ago. So far no one manage to dislodge him, despite several attempts.

Ariath made his mark in combat with his unorthodox tactics and a more aggressive approach to combat. Dropping in from seemingly nowhere and moving quickly into assault and destroying the enemy. He rarely takes prisoner and never more then needed to satisfy the need to keep Slannesh away.

Recently, he distinguished himself with a daring raid on a Craftwold killing and capturing several of their Cousins for sacrifice as well as destroying the Avatar and the Craftwold Seer Council, leaving it completely devoid of leadership…creating a healthy dose of respect as well as resentment from the other Archons and the Dracons.

[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]Ariath[/td][td]150[/td][td]6[/td][td]6[/td][td]3[/td][td]3[/td][td]3[/td][td]7[/td][td]3[/td][td]10[/td][td]5+[/td][/tr][/table]

Retenue:May be accompanied by a team of Scourge –one of which can be upgrade to Sybarite- at the normal cost and size composition. This team can not be equipped with Dark Lance, however it is not limited in the number of Splinter cannon it can purchase unlike a regular Scourge team
Type: Jump infantry
Equipment: Splinter cannon, Scourge wing,
SPECIAL RULES:
Special Rule 1: Deepstrike: As a jump infantry unit Ariath can enter the fray through Deepstike.
Special Rule 2: Fleet of Wing: Ariath and his Retenue automatically benefit from the Fleet of Foot Universal Rule. Regular Scourge units in his army can also purchase Fleet of wing at the cost of +10 points per model.
Special Rule 3: Drop and move:Ariath and his retenue have been training in various unorthodox tactic over the centuries, one of which they perfected is the ability to assault an enemy unit after deepstriking. This ability is not conferred to any other Scourge in the army though, only his retenue and Himself
Special Rule 4: Assault from air: Scourge are more prominent in his Kabal. Thus you can have them as a Fast Attack and as a Heavy Support choice for your army, fielding up to 6 such teams.


Entry O
Quote:
Shas'ui Mataba Prok 60 Points/Model

[table][tr][td] [/td][td]Points[/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]Mataba Prok[/td][td]60[/td][td]4[/td][td]4[/td][td]4[/td][td]3[/td][td]3[/td][td]3[/td][td]3[/td][td]8[/td][td]6+[/td][/tr]
[/table]

[table][tr]
[td]Wargear:
  • Pulse Rifle
  • Bonding Knife
[/td]

[td] Unit Type:
  • Infantry
[/td][/tr]

[tr]
[td]Special Rules:
  • True Ally
  • Great Hunter
[/td]

[td]Unit Composition:
  • Unit Upgrade
[/td][/tr]
[/table]

True Ally: Prok and all members of his unit count as Tau units for any abilities in a Tau Empire army, i.e. the unit may use markerlight tokens and are affected by an Ethereal's Inspiring Presence and Price of Failure abilities.

Great Hunter: Prok and his unit may re-roll the dice when entering the table from reserve and/or when deciding which side of the table they enter when outflanking.

A descendent of the great Kroot Master Shaper Anghkor Prok, Mataba Prok rose to a position of a shaper among his people at a relatively young age, in part due to his great abilities as a hunter. After fighting against the Orks and Imperium during the Third Sphere Expansion, he found himself in the company of a hunter cadre south of the Kroot world of Landfall helping to stop a minor tendril of Tyranid Hive Fleet Colossus. During the battle, a burrowing unit of Raveners surfaced amongst the cadre's Ethereal and bodyguard. Mataba was close at hand and was able to counter-attack the beasts as they tore into the Fire Warriors. Prok was saved from a rear attack by one of the beasts by the Ethereal sacrificing an arm to deflect the unseen attack. It was at this moment that Prok felt something in himself to see the way of the Greater Good and embrace it. After serving the Ethereal as part of his honor guard for a number of years, he was recognized as a true part of the Empire and given the honorary rank of Shas'ui by the ranks of the Fire Caste, the first of his kind to receive such an honor. The next four years were spent leading a squad of fire warriors in battle and proving his abilities of leadership. After this tour of duty, Prok returned to the Kroot world of Landfall and began teaching his people of the Tau ways and helping them understand the Greater Good as something more than an abstract concept like the rest of their people.

"He is hope, the proof of the Kroot's rightful place in the Empire. In time, the rest of his people will see the truth as he has." - Commander Shadowsun


Entry P
Quote:
He thought to himself, “by Gork it be hot in ere….am I dead”? Sometimes however, luck refuses to die. Three days after the destruction of a second monolith, Telli stumbled back to Morkville covered in Ork shit. High pitched squeals and the clapping of a thousand tiny hands greeted the big gunner as the main gate vomited hundreds of grots, who hoisted their new hero upon a sea of snot green.

After the initial excitement died down Telli was bombarded with the stupidest questions; the kind only a grot could think of. He asked to be put down, and simply said, “wez got work ta do. Iz did lots ov tinkin in Finkaboy’s belly.” Telli marched back to the gun batteries and started to tinker.

Over the next few weeks the ranks of grot gun crews swelled as word of Telli’s reappearance spread across the planet. During that time Telli had been busy adjusting know-wots on the zzap guns, inventing new munitions, and teaching his fellow grots how to actually aim.

With his new toys and “highly” trained grot gunners and runts, Telli’s artillery batteries brought death and destruction to the enemies of the Wamp Gataz. Many a general dismissed the tiny troopers and their inaccurate guns, only to have their precious armor destroyed or their elite troops liquefied. Only problem was, the other grots not under his direct command reverted back to the fools who would giggle in glee when they blew up an ork mob instead of the tank they were aiming at.


For 20 points, one unit of big gunz may be lead by Telli and benefit from his special rules and wargear.

[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]Telli[/td][td]20[/td][td]2[/td][td]3[/td][td]2[/td][td]3[/td][td]1[/td][td]2[/td][td]1[/td][td]7[/td][td]5+ INV[/td][/tr][/table]

Wargear: Grot Blasta, Finka's Toof, Special Ammo

Wargear
Finka’s Toof: One of Finkaboy’s teeth lodged into Telli’s back when he was swallowed. It was this tooth that pushed against the Ork's insides, and gave Telli a small pocket of air to survive. Telli believes the tooth is a lucky charm, and so it grants him a 5+ invulnerable save.

Special Ammo: In addition to the normal munitions granted to each gun crew, those artillery batteries under Telli’s command can utilize his new and improved ammo and improvements. Telli spent weeks inventing new types of ammo, or tinkering with each type of gun. The special ammo for each gun can only be used with that single weapon; no sticking lobba rounds in a kannon.


Lith Busta (Kannon): To keep up with the ever changing battlefield, Telli designed these two shells to deal with the new threats seen in battle. The Lith Busta shell was specifically designed to combat the living metal of the Necron skimmer, though the shells work against any armor. When rolling for armor penetration, a roll of a 6 will always penetrate regardless of the target’s armor value, or special rules. The shell has the following profile:
[table][tr][td]Strength[/td][td]Range[/td][td]AP[/td][td]Notes[/td][/tr][tr][td]8[/td][td]36”[/td][td]3[/td][td]Heavy 1, Autopen[/td][/tr][/table]



Bigga Blast (Kannon): Never happy with the size of the explosions from the regular frag shells, Telli ordered his ammo runts to pack the shells with more powder and some more shrapnel. The blast isn’t quite as strong, but bigger and much cooler looking. The shell has the following profile:
[table][tr][td]Strength[/td][td]Range[/td][td]AP[/td][td]Notes[/td][/tr][tr][td]3[/td][td]36”[/td][td]5[/td][td]Heavy 1, Large Blast[/td][/tr][/table]



Burna Bomm (Lobba): Seeing how much fun the burna boys had making enemies do the burny dance, Telli “acquired” a bunch of promethium from their stash and created incendiary lobba rounds. Unlike normal lobba shells, when the burna bomms hit, place the teardrop end of the template centered over the impact site. Aim the narrow end of the template in the direction of the scatter die. If a hit is rolled, the firing player may face the template in any direction not over friendly models. Due to the volatile nature of the burna bomms, if double 6’s are rolled on the scatter dice the shell never leaves the lobba, and instead explodes in the tube. Place the large blast directly over the lobba and roll to wound/damage anything in range. The shell has the following profile:
[table][tr][td]Strength[/td][td]Range[/td][td]AP[/td][td]Notes[/td][/tr][tr][td]4[/td][td]48”[/td][td]5[/td][td]Heavy 1, Barrage, Template[/td][/tr][/table]



Improved know-wots (Zzap Gun): Tired of seeing his crew members let go of the big red button too soon, Telli tinkered with the controls and made it safer to use; much to the joy of the other grots. These zzap guns work the same as the old ones with except when determining the strength of the zzap gun battery, add one to the result. Only a natural 10 will kill a member of the crew.



Special Rules
Mob Rule, Furious Charge, Follow da Ero

Follow da Ero: Telli never asked to be a hero, but since his return grots have been lining up to man his gun batteries. At the start of the game, D3 ammo runts may be added to his crew at no additional cost.
AuinMyrrath is offline  
Old 23 Oct 2009, 21:20   #5 (permalink)
Shas'Vre
 
Join Date: Mar 2009
Posts: 1,217
Default Re: Create-A-Character Competition [VOTING]

Did you not get my entry? I sent it in to Dra'Tsuich the night before it was due... :-\
__________________

Odo The Brave's Projects: Chaos Space Marine Fandex Project Terragen
Quote:
Originally Posted by Circus, HARLEQUIN OF TAU 0NLINE!
That makes far too much sense to be used in 40k
Odo The Brave is offline  
Old 23 Oct 2009, 21:26   #6 (permalink)
Shas'O
 
Join Date: Mar 2005
Location: Ontario, Canada
Posts: 9,807
Default Re: Create-A-Character Competition [VOTING]

I'm afraid whatever formatting you used made it completely unreadable (code tags everywhere, font errors, etc) =\.
AuinMyrrath is offline  
Old 23 Oct 2009, 22:13   #7 (permalink)
Shas'Saal
 
Join Date: Apr 2009
Location: London, Ontario
Posts: 129
Default Re: Create-A-Character Competition [VOTING]

lol I love how about half of the characters are Orks. Some very interesting entries here, it was a tough call.
__________________
W/L/D

Hive Fleet Omukade: 8/0/0
Raven Guard: 8/2/0

Latest Result: Wipeout victory for the Tyranids!

irishdelinquent is offline  
Old 23 Oct 2009, 22:41   #8 (permalink)
Shas'El
 
Join Date: May 2006
Location: Massachusetts
Posts: 2,920
Default Re: Create-A-Character Competition [VOTING]

Good stuff there; tough to choose.
scoutfox is offline  
Old 23 Oct 2009, 23:05   #9 (permalink)
Shas'Vre
 
Join Date: Mar 2009
Posts: 1,217
Default Re: Create-A-Character Competition [VOTING]

Well, I cleaned it up as much as I could... it was far worse before that. I copy-pasted from a word document and it freaked out on me. I had to add all the code to make it at all reasonable to read. It's unfortunate that you deemed it unreadable, since I'd been interested in doing the contest since mid June.
__________________

Odo The Brave's Projects: Chaos Space Marine Fandex Project Terragen
Quote:
Originally Posted by Circus, HARLEQUIN OF TAU 0NLINE!
That makes far too much sense to be used in 40k
Odo The Brave is offline  
Old 24 Oct 2009, 00:39   #10 (permalink)
Shas'El
 
Join Date: Apr 2009
Location: Bhutan dontchaknow.
Posts: 3,575
Default Re: Create-A-Character Competition [VOTING]

captain squigbeard gets my vote just for the name ;D
__________________

Commission?! PM me to discuss a price. Based in the UK.
[img width=650 height=74]http://i240.photobucket.com/albums/ff127/glam_andy/Anubis.jpg[/img]

Fat bottomed girls make the rockin' world go round!
Anubis is offline  
 

Bookmarks


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off
Trackbacks are On
Pingbacks are On
Refbacks are On


Similar Threads
Thread Thread Starter Forum Replies Last Post
Create-A-Character Competition [RULES] Hive Lord Tau Online Past Contests 56 23 Oct 2009 20:31
Create a Character Competition [VOTING] 42 Tau Online Past Contests 101 07 Dec 2007 03:13
Create a character Competition [RULES] 42 Tau Online Past Contests 105 04 Dec 2006 15:44