Saturday, March 27, 2010

Chaos HQ Independant Special Charater (V1.0)

Fath Malfas the Fallen

In the ranks of the Death Guard Legion, few soldiers embody the principles and traditions established by the Primarch Mortarion as much as Fath Malfas. Ten thousand years ago, Malfas was a humble soldier who marched alongside his primarch during the assault on Terra. As a plague marine, Malfas raised himself to a champion of Nurgle. For thousands of years Malfas led his plague marines in boarding actions from plague ships, sieges of imperial and xenos fortresses, and land wars against all manner of enemies. Having proved himself a capable commander, Malfas began to lead his own plague fleets from the Eye of Terror. Fath Malfas is now one of the oldest Death Guard, the milennia of service to Nurgle have made him strong.

Nurgle has blessed Malfas with resiliance greater than other plague marines. Malfas' rotted flesh has fused with his ancient power armor, and now the Ceramite Armor plates themselves serve as his skin. In battle, Malfas uses the same power fist and bolter he was issued as an infantry man. These weapons have grown in power over their long years much as their owner has. The true weapons of Malfas however, are his plague marines. Malfas is a brilliant tactical commander, and unlike most Chaos commanders, he values his brethern and does not spend their lives needlessly. The Death Guard follow Malfas with devotion, knowing that he is a adept tactician, and that they will not be sent to their death to ensure his daemonhood.


Special Rules:
Independant Character, Fearless, Feel No Pain, Eternal Warrior, Mark of Nurgle: See Warhammer 40K, and Chaos Space Marine rulebook

Pupil of Mortarion: Having fought directly under the primarch himself, Malfas follows his ideals of reliance upon infantry warfare. Any force taking Malfas, must field as least two units of Plague Marines. Any unit or character with the Mark or Icon of Nurgle has the Relentless USR.

Ancient Armament: Malfas has used the same equipment since his induction into the Death Guard, they are an extension of his body. Rolls to wound from either his ranged attacks or close combat attacks my be rerolled.

Fath Malfas the Fallen may be taken in any Chaos Space Marine army for 250pts.

Fath Malfas the Fallen
6 5 5 5 4 5 4 10 3+/5+
Unit Type: Infantry (unique)
Wargear: Power Armor, Power fist, Bolter, Blight Frag and Krak Grenades
Special Rules: Independant Character, Fearless, Feel No Pain, Eternal Warrior, Mark of Nurgle, Pupil of Mortarion, Ancient Armament



These characters and this site are not affiliated with Games Workshop.

Saturday, February 27, 2010

Tyranid Upgrade Special Character (V1.0)

Hormagaunt Matriarch

Hormagaunts are unique among the other broods of Tyranids for several reasons. One of the more notable, it their ability to reproduce independently. Survivors from failed Tyranid attacks can quickly multiply and become a sustained risk for a planets inhabitants. Sometimes sent ahead of the swarm, a few Hormagaunts will serve as scouts laying pheromone trails for the rest of the hive. In some cases these few Hormagaunts can breed at such a rate that they alone are enough to overwhelm planetary settlements and garrisons.
However numerous, gaunts would never be able to achieve anything more than basic victory without the Hive mind to control them. To counteract this, for every few thousand Hormagaunt egg layed, there is a Matriarch egg. When in the presence of the Hive mind, the genes of this egg are suppressed and a regular Hormagaunt is born. But when out of synapse range of the Hive mind then a Matriarch is born, and a somewhat muted synapse is established. A Hormagaunt Matriarch possess great cunning, and is able to bring the feral broods of Hormagaunts to order. Where the swarms of Hormagaunts used to be wild and unpredictable, suddenly they will show coordination and discipline. When the main Hive Fleet arrives, the Matriarch still leads her brood of Hormagaunts into battle. She will allow a level of control that Hive mind cannot usually extend to its Hormagaunts.
A Matriarch has all the vicious instincts of her fellow Hormagaunts, along with rows of teeth and razor-sharp talons. Matriarchs are protected by their Hormagaunts, and as they age several generations their bones fuse together into harder exoskeletons and sharper talons. Her muscles become denser and stronger, and her reflexes more and more honed. A mature Matriarch leading a coordinated attack of Hormagaunts is truly terrifying. All the more terrifying knowing that the Hormagaunts are just the shock troops of the larger Hive fleet.

Venom Sacs: The more developed toxin sacs of Hormagaunt Matriarchs contain a more potent from of poison. The Matriarch has poisoned attacks, and wounds on a 2+.

One Hormagaunt Brood in the army may upgrade a Hormagaunt to a Matriarch for 35 pts.

Hormagaunt Matriarch
5 3 4 4 3 6 3 10 5+

Unit Type:
Infantry (unique)

Weapons and Biomorphs:
Scything Talons
Reinforced Chitin
Adrenal Glands
Venom Sacs (2+ poison attacks)

Special Rules:
Synapse Creature
Shadow in the Warp
Bounding Leap
Fleet
Move Through Cover


These characters and this site are not affiliated with Games Workshop.

Tau Upgrade Special Character (V2.1)

After getting some unposted feedback, Vre'Shen has gotten a light overhaul. Story's been tweaked, ranged weapon added, and special rules have been rewritten to better meet a Tau army's need.

Shas'Vre T'au Shen

In the History of the Tau, only a handful of Ethereals have fallen in combat. The Ethereal are too revered to be guarded lightly, and the Tau are not prone to making tactical mistakes. For the very rare instances when an adversary is given the opportunity to face an Ethereal in battle, they are often made to regret it. Every Ethereal is protected by an Honor Guard from the Fire Caste, and the soldiers chosen for this duty are the very finest in all of the Tau Empire. The most famous of all Tau Honor Guard is Shas'Vre T'au Shen. Vre'Shen is the only member of an Honor Guard to have ever outlived his Ethereal.
Vre'Shen was part of a Honor Guard detachment with an Aun'O dispatched on a diplomatic mission that brought them to the edge of the Damocles Gulf. The Tau expedition ran in to an armed Imperial task force raiding one of the Tau fringe worlds. The Aun'O insisted that his expedition go to the aide of the besieged Tau settlement, and lead the forces from the planet himself. Soon the Tau had pushed the Imperials back, and the battle looked won. But in an unexpected counter-attack the Imperials gained back more ground than the Tau would have thought possible, and soon were in a position to threaten the sacred Ethereal. All the Tau forces suddenly redoubled their efforts and fought fanatically to push the Imperials back so the Ethereal could be extracted. When the main strike force of the Tau finally pushed the Imperials back, the found the Ethereal and all his Honor Guard but Vre'Shen dead. Countless dead lie around the Ethereal, both enemies and allies. Despite multiple wounds, Vre'Shen was still breathing. He was given the most basic of medical treatment, with his death almost a certainty.
But Vre'Shen kept breathing. When he recovered fully his commanders could only say that the Greater Good still had some purpose for him. All Honor Guard were rotated through Fire Warrior teams to keep them battle-ready, so it was not unusualy for Vre'Shen to be placed in command of a Fire Warrior team again. But despite his elevated rank this would be a permanent assignment, for no Ethereal will ever allow him to guard them again. For Vre'Shen, he is content to wage war on the battle field. In combat, his mute rage is evident to all that face him. For Vre'Shen is skilled not only in tactics and manuevering, but also in the flurry of close combat.




Special Rules:
Fient Attack and Retreat: Advesaries are often shocked when assaulting what appears to be a standard Fire Warrior team and find themselves locked in combat with a foe such as Vre'Shen. Vre'Shen uses this to his advantage and will often leave an enemy reeling while he pulls his unit back and engages them again at range. Vre'Shen and his unit have the Hit and Run special rule, but only while Vre'Shen is still alive. The initiative test is taken on Vre'Shen's initiative.

Dishonored: The Ethereal see Vre'Shen as a grim reminder of their own mortality, and the ultimate failure of a member of the Fire Caste. Any army that includes Vre'Shen may not take an Ethereal.

One Fire Warrior Team may replace its Shas'ui with Vre'Shen for 30 pts.

Vre'Shen
4 4 5 3 2 4 3 10 4+
Unit Type: Infantry (unique)
Wargear: Pulse Rifle, EMP grenades, Photon Grenades, Bonding Knife, Honor Blade (included in profile)
Special Rules: Fient Attack and Retreat, Dishonored

This site and these characters are in no way affiliated with Games Workshop.

Saturday, February 20, 2010

Tau Special Character HQ (V1.1)

Commander Stormfire

Shas'O El'Coron, or Commander "Stormfire" is a relatively young Tau commander. O'Coron has proven himself to be a brilliant battlesuit commander, and almost all of his military career has been conducted from within a Crisis suit. Having served admirably under Commander Shadowsun during the expansion, Stormfire was given a command of his own and charged with expanding the Tau Empire. Although Commander Stormfire does not have centuries of experience to draw upon, his decades have been filled with more wars and conflicts than any common soldier.
Performing under orders, Stormfire has been aggressively attacking along the fringe of Tau space. Under his lead, the Third Sphere Expansion is beginning to rouse from its temporary standstill. Until supported by the forces under Supreme Commander Shadowsun, Stormfire will not be able to fully engage the Imperial forces. But until then, he has has remarkable successes attacking forces that greatly outnumber his own with such ferocity that his enemies are convinced they are facing a much larger force.
More than most other Tau Commanders, Stormfire is a fighter. He has customized his battlesuit to make the most efficient use of all the Tau's advantages, and counter all their disadvantages. When battle is met, Commander Stormfire unleashes his vast array of weaponry on enemies making them pay dearly for every foot of ground covered. And if the enemy thought that the battle would turn in their favor once reaching the Tau lines, they are soon taught a costly lesson. Stormfire does not embrace melee combat as Commander Farsight does, but he does not fear having his enemy up close. There are so many weapons that become more effective at close range.

Battlesuit Experience: Stormfire has not forgotten his long experience in Crisis Suit teams on the frontlines. One Crisis Suit Team in the army counts as scoring.

Amplified Fusion Blaster: This is a more advanced version of the Tau fusion blaster. It has been honed to increase its lethal range. (Range 18" Str 8 AP 1 Heavy 1, Melta)

Portable Flechette Discharger: With the success of Flechette Dischargers keeping infantry from assaulting transports, a smaller version is being tested on Crisis Suits. This is preformed as described in the Tau Codex, but is resolved at Initiative 10, and occurs every assault phase that the Battlesuit is involved in.

Cyclic Rail Rifle: This is a larger form of the weapon being issued to pathfinder teams. The barrel is reinforced, and an advanced munition delivery system has increased the rate of fire. (Range 36" Str 6 AP 3 Heavy 3, Pinning)

XV82 Battlesuit: Suit follows all the rules of the XV8 Crisis battlesuit, but with the following exceptions/additions. Battlesuit incorporates hardwired Shield Generator, Multitracker and Drone Controller. The Suit's Jetpack is a Mark II unit, and allows the battlesuit to choose each turn to either move as Jetpack Infantry or Jump Infantry for that turn. (any Battlesuit bodyguard may purchase a Mark II jetpack for +5pts)

Bodyguard: The Commander may be accompanied by a Bodyguard, see the Tau Codex. The Bodyguard and the Commander make up a single HQ choice. In addition, because of the XV82's hardwired drone controller, drones may be purchased from the codex.



Shas'O El'Coron "Stormfire" .........................................160pts
4 5 5 4 4 3 4 10 3+
Unit Type: Jump Infantry (jet pack, unique)
Wargear: Amplified Fusion Blaster, Portable Flechette Discharger, Cyclic Rail Rifle, XV82 Battlesuit
Special Rules: Independant Character, Bodyguard, Battlesuit Experience



These characters and this site are not affiliated with Games Workshop.

Chaos Space Marine Upgrade Special Character (V1.1)

Javed the Faithful

Among all the servants of Chaos, Javed the Faithful is unique. Not even the Warmaster Addaban has been as devoted to all the Chaos gods as Javed. To earn the favor of the Chaos gods is no easy feat. Because the ideologies of each of the Chaos deities are often in opposition to one another, its all but impossible to gain the favor of one without invoking the ire of the other. It is this treacherous line that Javed walks, because Javed is a devoted follower of all the gods of Chaos. For the god Nurgle, Javed has brought pestilence and disease to hundreds of battlefields. Every war torn world is left a plague-ridden wasteland in Nurgle name. For Slaanesh, Javed makes a symphony of the screams of his enemies. Their writhing pain is dance, and their pleas for mercy poetry all in honor of Slaanesh. To gain the favor of Khorne, Javed has spilt the blood of countless enemies and brought war to hundreds of worlds. For Tzeentch, Javed peers into the minds of his enemies and has tempted many followers to the path of ruin. Despite the considerable power that Javed could possess if he gave into the powers of the warp, Khorne would never abide a follower using sorcery. Therefore, the only sorcery Javed uses is a force weapon.
For his devoted service, Javed has been gifted unlike any other Chaos Space Marine. Javed's armor can barely contain his bloated decaying body. In battle, he fights with a ferocity and strength beyond even Space Marines. Javed has preternatural senses and reflexes that exceed what would be expected from one with such height and girth. A shimmering haze of magical protection covers Javed, and every thought in his enemies minds are revealed to him. Javed is an ambitious man, he has tread his path very carefully. In less than two centuries Javed has gained more favors from the gods of Chaos than anyone since the Heresy. His goal is to be raised to Daemonhood, and should his goal ever be granted then Javed the Faithful will become the most powerful Daemon Prince ever created.

Special Rules:
Fearless, Feel No Pain, Furious Charge: See Warhammer 40K rulebook

Mark of Chaos Transcendent: Javed has payed tribute to all the Chaos Gods and have been gifted by each. Javed has the Marks of Khorne, Nurgle, Slaanesh and Tzeentch. These have been included in his profile.

The Path of Chaos: Javed may be purchased as an upgrade character to replace the champion of any unit of Khorne Berserkers, Plague Marines, Noise Marines, or Thousand Sons. No points are paid for the character he replaces. Javed will always have rules or equipment that is uncommon for his squad, these only ever apply to him. (for example, only Javed benefits from Furious Charge if placed with Plague Marines, and only Javed benefits from Feel No Pain when placed in a unit of Noise Marines. When not in a unit of Plague Marines, Javed's Blight Grenades subtract D3 attacks from the assaulting unit instead. Use the most common attacks if there are a mix of weapons in the assulting unit)

One unit of Khorne Bererkers, Plague Marines, Noise Marines, or Thousand Sons may take Javed instead of a champion for 120 pts.

Javed the Faithful
5 4 4 4(5) 2 5 3 10 3+/5+
Unit Type: Infantry (unique)
Wargear: Power Armor, Bolt Pistol, Blight Frag and Krak Grenades, Force Weapon, Doom Siren
Special Rules: Fearless, Feel No Pain, Furious Charge, Mark of Chaos Transcendent, The Path of Chaos



These characters and this site are not affiliated with Games Workshop.

Friday, February 19, 2010

Imperial Guard Special Characters HQ (V1.0)

Continuing with my Special Characters, this finishes out the Imperial Guard. This is probably the most complex of the Special Characters I have been working on, with the most amount of special rules. But I always liked the idea of a HQ that was multiple officers that could be split where you needed them the most. As will all the Characters I write, constructive feedback would be appreciated. You are welcome to use these characters, please share any memorable moments.


Chancelloran High Command

In the Chancellor planetary system, Marshal Rostam Strattfeld is a living legend. Against all odds he has lead his regiments to victory against all manner of foes for the decades of his loyal service. Marshal Strattfeld is a product of the military traditions of Chancellor. The Chancellor system boasts no forgeworlds or hiveworlds. There is no planet within the Chancellor system with large fortifications or military installations. The regiments of Imperial Guard that are raised from the populations of the planets within the Chancellor system however, are renown for their martial nature. Chancelloran regiments are loyal and disciplined. And despite lacking some of the technological edges of regiments raised from planetary systems like Cadia, Chancelloran regiments hold their own next to any Imperial Guard force in the Imperialum. Marshal Stattfeld comes from a long line of military commanders, and has risen in his lifetime to become the greatest commander from the Chancellor system.
When Strattfeld goes to war, he is always accompanied by his Command Staff. Through his long career Strattfeld has hand picked the most promising officers and placed them in key positions in the regiment. The two most renown of his officers are Colonel "Cutless" Clarke and Siegemaster Edgar Kohenor. It would be difficult to find two officers more dissimilar. Kohenor is a master of defensive warfare, trench fortifications, and wars of attrition. Clarke is an aggressive tactician, known for launching lightning fast counter-attacks into weak points of his enemies' lines. Individually each of these commanders are unbalanced and vulnerable, but when used together with the military genius of Stattfeld backing them up, they are a force to be reckoned with.

Marshal Rostam Strattfeld
special rules:
High Marshal
Strattfeld can issue 3 orders a turn, and has a command radius of 18". Stattfeld may issue the orders Bring it Down, Fire on my Target, Get Back in the Fight, First Rank FIRE! Second Rank FIRE!, Incoming!, and Move Move Move! as described in the Imperial Guard Codex.

Right and Left Hands
Marshal Strattfeld never goes on campaign without his two favorite officers. Strattfeld, Clarke, and Kohenor are all purchased as a single HQ choice, and may never be taken individually. Strattfeld is taken in place of a Company Commander and is deployed with the Company Command Squad as usual. Clarke and Kohenor are each placed within an infantry squad. They are deployed with that squad and may never leave it.

Chancelloran Warhorse:
Officers in Chancelloran Regiments often go to war on massive genetically engineered warhorses. Very different from the mounts used for Rough Rider regiments, these warhorses are bred and enhanced far beyond any normal warhorse. Any model riding a Chancelloran Warhorse has their Toughness, Initiative, and Attacks increased by 1. This has already been included in their profile. This also changes the unit type to Cavalry.
(please note, the Special Character is a cavalry unit, but the unit they are permanently attached to is not. The whole unit must move, assault and flee at the speed of the slowest model in the unit. As a cavalry model, the Special Character may never be embarked on a transport, and they keep their unit from being embarked on a transport)

Die For the Empire
Clark and Kohenor are loyal to the end, and would not hesitate to die for Strattfeld. In any mission that calculates kill points, the unit that Clarke and Kohenor join are only worth one kill point each. No addition kill points are awarded for Clarke or Kohenor.

Colonel "Cutlass" Clarke
Special Rules:
Shrewd Audacity
When Clarke attacks, he commits fully to the offence, nothing is held back. Clarke's unit have the Counter-attack, Hit-and-Run, and Furious Charge Special rules.

Dogged Determination
Clarke inspires his men to great feats of heroism, and many soldiers would lay down their life in his service. Clarke's unit has the Stubborn rule, in addition is may regroup even if below half strength.

Foot Cavalry
Clarke has a talent for moving troops that with the surplus of transport vehicles, has been lost from other commanders. Clarke's unit and any friendly infantry unit within 12" has the Fleet rule.

Siegemaster Edgar Kohenor
Special Rules:
Fortify
Few commanders have the eye for fortifications as Kohenor does, every piece of rubble or wrecked hulk is a potential stronghold to him. If Kohenor's unit remains in cover, at the start of the next player turn that cover has been improved by 1. At the beginning of each of the controlling player's turns if the unit has not moved then it's cover save is improved by 1 to a maximum of 2+. If the unit moves then they have abandoned their fortifications, and must start over at the base cover save if they return to cover.

Entrenchment
Kohenor has long experience fighting among trenches, and has trained his corps to take full advantage of their defences. Any unit attacking Kohenor's unit has their attacks reduced by 1 (to a minimum of 1), in addition Kohenor and his unit are Fearless. These rules will only take effect if Kohenor's unit is in cover.

Chancelloran High Command...................................210 pts

One Company Command Squad may replace its Company Commander with Marshal Rostam Strattfeld, Colonel "Cutlass" Clarke and Siegemaster Edgar Kohenor are deployed as per the Right and Left Hands rule

Marshal Rostam Strattfeld
4 4 3 4 2 4 2 9 4+
Unit Type: Cavalry (unique)
Wargear: Carapace Armor, Chancelloran Warhorse, Refractor Field, Bolt pistol, Close combat weapon
Special Rules: High Marshal, Right and Left Hands

Colonel "Cutlass" Clarke
4 4 3 4 2 4 3 9 4+
Unit Type: Cavalry (unique)
Wargear: Carapace Armor, Chancelloran Warhorse, Frag and Krak grenades, Hot-shot Laspistol, Power Sword
Special Rules: Die for the Empire, Shrewd Audacity, Dogged Determination, Foot Cavalry

Siegemaster Edgar Kohenor
4 4 3 4 2 4 3 9 4+
Unit Type: Cavalry (unique)
Wargear: Carapace Armor, Chancelloran Warhorse, Powerfist, Storm Bolter
Special Rules: Die for the Empire, Fortify, Entrenchment


These characters and this site are not affiliated with Games Workshop.

Saturday, February 13, 2010

Imperial Guard Upgrade Special Character (V1.1)

This is the first of a serious of Homebrew special characters for a campaign I hope to make for our gaming group. Any constructive feedback is appreciated and encouraged. I will update the characters based on feedback and my own experiences. Please feel free to use any special character posted here. (if you do, I would love to hear any memorable moments or stories!)

Sergeant Cragen Gane

Cragen Gane has a long service record within the Imperial Guard. He was drafted from the population of Chancellor Major. When the armies of the region were mobilized to move against a renegade Space Marine chapter, Gane's regiment was among the first to respond. His regiment was nearly eliminated fighting the renegade chapter, and Gane and the other survivors were consolidated into other regiments. Each time his squad or regiment was destroyed, Gane would survive and be put into another unit. The Imperial Guard were supported by a Loyalist Space Marine chapter during this campaign. Gane became embittered against not only the enemy Renegade Marines, but also the Loyalists who used the Imperial Guard as a shield. While the Imperial Guard would suffer the direct assaults of the Renegades, the Loyalists would remain unengaged until an opportunity presented itself to counter-attack. This resulted in horrible casualties for the Guardsmen, and left all the glory for the Space Marines.

Years after the Renegades defeat, Chaos Space Marine forces came out of the Eye of Terror and began launching raids in Chancellor Major's region. Again Gane's regiment was called to fight against tainted Space Marines. It was during the battles that followed that Gane was promoted to Sergeant. Against the Chaos Space Marines, Gane lead his unit again and again into the heaviest fighting. Although his combat record is impressive, the reckless abandon with which he attacks and his disregard for authority preclude him from any chance of advancement beyond his current rank. Gane however, seems content with his current station.

Special Rules:

Something to Prove: Gane has made a career out of fighting Space Marines of some variety, and this experience has made him exceptionally skilled at fighting against all Space Marines. When in close combat with Space Marines, Gane has the Preferred Enemy universal special rule. In addition, should any Space Marine unit with the And They Shall Know No Fear rule be caught in a sweeping advance by Gane, then they do not benefit from this rule and are scattered as normal.

Problem with Authority: Gane has too often seen Officers order men to their death, and is suspicious of his commanding officers. Any successful test for Orders given to Gane's unit must be rerolled.



Sgt Gane
(One Infantry Squad in an Imperial Guard army may replace their Infantry Sergeant with Sergeant Gane for 35pts)

3 3 3 3 2 3 3 8 5+

Unit Type: Infantry (unique)
Wargear: Flak Armor. Bolt Pistol. Power Sword. Frag Grenades.
Special Rules: Something to Prove, Problem with Authority


These characters and this site are not affiliated with Games Workshop.