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Post by Lobsta on Oct 24, 2008 20:25:14 GMT
Lobstafex- 175 points WS:7 BS:7 S:10 T:17 A:4 W: 24 I: 14 LD:1 Sv:1+ Biomorphs- Feeder Tendrils Extended Carapace Bonded Exoskeleton Adrenal gland (+WS) Weapons- Crushing claws Ink Pouch Phsycic powers- Warp Blast Warp Field The Horror Catalyst Synapse Special Rules- The Messiah- The Lobstafex is the Tyranid Messiah and no Tyranid unit has to take leadership tests for the game. Shed shell- The Lobstafex can shed his shell after death, giving him an extra wound. Synaptic WoopWoopWoop- If the Lobstafex roars his battle cry, all units will charge the nearest enemy. Ink pouch- Works like a lashwhip for the enemy is blinded. Holy Light- the Lobstafex can make any unit in LOS of him fall back directly away from him.
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ghostsock
Gaunt
AaAaAaAaAaAaAaAa! Im the Gho-ast of chris-mis paaast!
Posts: 42
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Post by ghostsock on Oct 29, 2008 9:48:24 GMT
Old greg
Old Greg has all things that are good, so he has good stats.
Old greg got creamy bailys, hits on a 2+ pinning
Old greg "deals with it". He automaticaly wins unless there is a submarine on the board.
Olg greg has "the funk". This allows the fielding of the mothership. Role a D6 at the beginning of every turn, if the result is below 4, the funk is kicked overboard by George Clinton, and the mothership leaves the board.
Old Greg loves you. feel special.
Old greg emits a blinding light from his..."erogenous zones". Every turn role a D6. if the result is on the dice, everything on the board is pinned and taken to an underwater grotto.
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Post by Lobsta on Oct 29, 2008 17:55:33 GMT
The Hitcher (or Thee Itcha!) 90 points WS:7 BS:2 S:6 T:4 A:3 W: 2 I: 5 LD:5 Sv:3+ Equipment- Polo Peeper- Ignores all LOS rules 12" Knife- Rending and Instant Death The Box- Can trap up to 2 units in base contact in one turn, they are removed as casualties Retinue- Up to 2 of the Piper Twins Special Rules- Hitchiking- Can enter any enemy transport if he is in base contact with it The Eels- The Hitcher makes every enemyunit take a Morale test each turn
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Post by Julio on Oct 29, 2008 23:08:27 GMT
George Lucas (230 points) WS:2 BS:2 S:3 T:3 A:2 W: 2 I: 4 LD:10 Sv:3+ (2+) Upgrades: - Cellphone - 8 pts - Special Effects (+2 I) - 10 pts - Darth Vader Costume (+4 W) - 100 pts Weapons: - Blaster (bolt pistol stats) - 12 pts - Lightsaber (same effects as a power weapon)- 24 pts - Whip and Pistol - 24 pts - The Force (+5 WS, +2 BS, +7 S, +5 T) - 200 pts Evil Turkey Neck of Wrath: George Lucas has a lump of skin that dangles uselessly from his chin. Some war veterans think that that is an extra storage space for creative ideas. Staring at it for prolongued periods of time, can often 'mesmerize' or confuse opponents. Any enemy model within LOS of George Lucas, recieves a -2 BS modifier when shooting at him. Additionally, these model(s) will also have to take a LD test. Bodyguard: George Lucas never goes anywhere without his bodyguard. George Lucas adds +1 to his Armour Save. Fans: George Lucas has millions of fans, but in a time of war, who will be most loyal to him? During the movement phase of your turn, George Lucas can call a sweeping wave of fans to stand by him in combat. On a roll of 3+ (or 2+ if the cellphone upgrade is added), thirty fans come in within 12" of George Lucas. Fans have the same stats as a regular Guardsmen, with no ranged weapons.
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Post by Peryte on Oct 30, 2008 14:16:09 GMT
lol awesome thread Grue-------------- WS | BS | S | T | W | I | A | LD | SV | 4 | 0 | - | 10 | 10 | 4 | - | - | 2+ inv |
Special rules ---------------- Devouring Nature All rolls to wound are succesful on a 3+ and are always instant kills. Preffered Enemy - The Grue's preffered enemy is anything that can fit into its mouth... which is you. "Chomp" - Such is the Devouring nature of the Grue that it can attempt to Eat everything in close combat to it, it gets d3 attacks per enemy model in Base to Base contact with it. Chuckbane - Such is the Devouring nature of the Grue that it can even attempt to devour chuck Norris, however this is a risky move as the player controlling chuck norris can roll a d6 and on a 3+ chuck norris survives being eaten and extends his feeder tendrils (beard) into the grues brain, when this happens your head is likely to 'asplode.
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Post by Biowraith on Oct 30, 2008 20:03:01 GMT
Gordan freeman WS | BS | S | T | A | W | I | LD | SV | 8 | 9 | 5 | 10 | 5 | 10 | 5 | 10 | 2+/2+ |
Special Rules- The one freeman- all friendly modles with a LOS to Gordan, automatically pass any LD test as they are inspired Suite -His H.E.V suite lets Gordon take almost infinet damage, thus he has a 2+ inv,2+ armour save and is T 10 Driver- Gordan can "Borrow" any enamy Tank or trasport that is immoblised Wepons Gordan may fire one of the following per turn Assult rifle: Str 6 Ap4 Assult 10 range 24 AR2 Str 9 ap2 Assult5 range 24 Crossbow Str D ap 1 Heavy 1 range 94 rockt launcher: Str 10 ap 2 Heavy 2 large blast in combat he fights with a crow bar. you don't get a save aginst the crow bar. he also gets 3D6 aginst tanks.
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05hayward
Gaunt
if i were elected prime minister of england i would outlaw golf
Posts: 36
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Post by 05hayward on Nov 9, 2008 22:08:15 GMT
tom hayward(me)- 750 points WS:6 BS:8 S:2 T:20 A:50 W:9999 I: 2 LD:10Sv:1+
wargear: razor long hair:apoc temlate st D weapon
powers: i can see a rainbow: all enemy units with a ld lower than 8 run to nearist board edge 5d6 (in fright)**
untra hyper active retard crazy mode:assalts highers point worth enemy unit on the board (no matter what the disstance) and gets +10d6 attacks at st 10*
friend or foe: tom (i) attacksall units on bord friend of foe with st9 a6 attacks
cheese is a kind of meat :gets 5d6 wounds back***
upgrades (only 1 alowed) givus ya legz:20pts 1 wound instantly inflickted on enemy unit * rainbow boy:35pts summons d6 leperecorns to help in combat(guards men )** cheese boy:40pts becomes cheesy ( i:9)*** the Haywood:250pts gets all psykic powers availible in warhammer 40K
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Post by ErA | zoe)ender on Nov 10, 2008 1:15:26 GMT
Phoenix (X-Men)
Points: 5000
Stats:
WS: 10 BS: 5 Str: 10 T: 10 W: 10 I: 10 A: 10 LD: 12 Sv: 2+
Wargear and Special Rules: Phoenix Cocoon, The wind of Phoenix, Master of Matter, Master of the Mind.
Phoenix Cocoon: This cocoon of pure energy is so powerful that it can protect her against nearly anything launched at her way. This confers her an additional 2+ invunerable save, with the added advantage of being able to re-roll any save of any sort. In addition, not only does this cocoon protect her, but it also heals her. She has regeneration.
Regeneration: Phoenix has an extremely potent regeneration, which becomes more powerful as she gains focus. For every wound lost over the course of the game, roll a D6. On a 3+ she regains a wound, up to her starting total. If she is killed, do not take her off the table. Instead, roll 2D6. On a snake eyes, she is critically wounded, and removed off the table. Place a 10" Blast over where she died. Every model underneath it suffers a vortex hit, as the warp strains the loss of such a being. On a roll of a 3 -5, she comes back with 3 wounds. On a roll of a 6-8, she comes back with 5 wounds. On a 9-11, she comes back on with 8 wounds. On a roll of a 12, she comes back full strength.
The wind of phoenix: Being able to master the forces of time and matter, she can manifest an incredibly powerful fiery wind, that can be unleashed either around her or in a wave in front of her. During the shooting phase, she can activate one or the other. If she activates the spherical form, place a 10" Blast on her head. Every squad/brood hit must take a leadership check (We don't care about synapse, just take a test!). If failed, the entire squad is removed as a casualty, however invunerable saves are allowed. If she manifests it in a line, draw an infinitely long line from her across the table. For every foot gained, add 2 extra inches to each side of the width of the specific foot.. Then draw an imaginary triangle from the 3 points. Every unit underneath this blaze gets hit by a strength 10 ap. hit. Vehicles are hit by a number equivilent of structure points left, at strength D ap. 1.
Master of matter: Phoenix is so powerful she can ALSO pick up matter. It follows the following chart: Either up to 30 wounds worth of infantry, or up to 10 structure points worth of vehicles. (vehicles without a structure point value counts as having one structure point.) Infantry are tossed helplessly through the air. You may move them up to 24" away from their original position, however not off the table. When they land, all of the models take a single Strength 10 AP 3 hit. Vehicles are lifted and thrown like an acorn. You may move a vehicle up to 24", minus an inch per structure point. Upon landing, they recieve an amount of strength D ap 1 hits equivilant to the amount of structure points they have, multiplied by 2. The landing ignores void shields, powerfields, holofields, etc.
In addition, each hit caused in combat by her counts as a monstrous creature attack, as well as ignoring invunerable saves.
Master of the Mind: She is one of the most powerful psychic being in the universe. She may pick any single enemy model per turn, even if in a squad, and crush its mind like a tooth pick. The model takes a strength x ap 1 hit, ignoring any form of save. This hit wounds on a 2+, and causes instant death, ignoring any form of protection.
In addition, she masters her own mind so powerfully that she ignores instant death, even in the form of a vortex grenade. She is also fearless, however does not suffer from the No Retreat! rule. She also has "and they shall know no fear" special rule.
In addition to all of these special rules, she also has the following:
She may move up to 24" per turn and assault 12" May Fleet 2D6 Totally ignores cover, be it when she moves through it or she shoots through cover at enemy models (They may not take cover saves to any of her attacks) Deepstrikes, but does not scatter Flank March.
As well as being able to deepstrike, she may leave the field at any point of the game and is then placed in strategic reserve. You may not leave the table if you used
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Post by CylonDorado on Nov 10, 2008 2:29:23 GMT
Mike Nelson WS 3 BS 3 S 3 T 3 W 3 I 4 A 4 Ld 10 Sv 2+ Independent Character: see main rulebook Fearless: Mike Nelson has spent almost a decade in space watching the worst movies ever made, and is therefore fearless. Mike Nelson has prefered enemy against Cheesy Movie monsters. If a Cheesy Movie monster gets within 12" of Mike Nelson, or his retinue, it must take a moral test. Jolly Ridicule: Mike Nelson can find humer in anything, and shame can penitrate any armor. He count's as having a power fist in CC. Green Jumpsuit of epicness: Mike Nelson's advanced Gizmonic Institute jumpsuit is laden with advanced Mad Scientist technology. His save is invoulnerable. Destroyer of Worlds: Mike Nelson has a bad habit of accidently annihilating civilizations. Once per game you can declare that Mike Nelson has hit the butten again, and drop a S10 Ap1 apocolypse blast template onto a unit. Nanites: At the start of the game roll a d6. On a 1,2, or 3 nothing happens, as Mike or one of his squad mates has done something to offend the nanites (Ex: they may have told them they weren't entirely happy with their last haircut). On a 4, 5, or 6 the nanites are content to repair any damage done, so Mike and his squad have regenerate for the entire game. Retinue: Mike Nelson may take 1 or more of the following Characters as a retinue (see page numbers for stat details): Crow T. Robot: Crow T. Robot spent centuries in space while everyone else was off being omnipitent. He confers prefered enemy to the whole squad, against anyone, in addition to +1 attack for being hella funny and increasing the shame inflicted on opponents. Tom Servo: If Tom Servo is in the squad, all other members of the squad will be jelous of his hover skirt, and seek other methods of flight. The whole squad will count as jump infintry. His suave, sassy humer also grants his squadmates +1 attack. Gypsy: Due to her technical prowess, and ability to get Mike and the bots out of rediculous situations, she confers +1 to her squadmate's Strength, Toughness, and weapon skill. The squad also gains the hit and run special rule. Mike Nelson may not be in the same army as Joel Robinson.
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Post by yngir on Nov 24, 2008 15:17:09 GMT
George bush wargear arrogance,and blissfull unwariness ws 3 bs 3 st 3 t 3 W 4 i 3 a 1 ld 9 sv 6+ special rules *crow caw*: The War Against Terror all units within 24 may get re rolls to wound all non American units.
You can't have bush without (please do not swear): all units attempting to rally around bush have to Erroll successful attempts.
(would like to see rules for obama they would be more like a proper hero)
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Post by CylonDorado on Nov 24, 2008 21:41:34 GMT
Q X points Special rules: Totally Omnipotent: You win the game. Lolz: Being Q, you are much superior to any that would consider opposing you. Upon winning, snidely laugh at everyone around you.
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Post by undeadfilth on Nov 30, 2008 8:58:13 GMT
YOUR MOM same rules as deamonette
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Post by nidcron on Nov 30, 2008 18:11:22 GMT
king leonidas Stats: maximum of everything. He automatically has 5 attacks per model in the enemy squad he assualts.
Special rules:
THIS... IS... SPARTA!!!: once a turn, in the shooting phase, king Leonidas can utter his famous cry of "THIS... IS... SPARTA!!!" This gives everyone on his side the "fearless" special rule and all his enemies immediately falll back 12" with out needing a leadership test.
Plot armour: King Leonidas is fated to dieing before the persians, and since the persian empire was already destroyed, king leonidas gains the best armour in the world: plot armour. He can not die until he is unessential to the plot anymore, but that will never happen so the king of Sparta gains a 1+ invulnrible save that cannot be negated in any way (ie from GN psycannons and cron warsycthes).
Bloodlust: : If king leonidas causes more casualties to one squad of enemies, he gets to immediately charge the nearest unit within 6" of him and put the extra casualties on that unit. He then gets the 5 attacks per enemy in the squad, as normal.
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Post by yngir on Nov 30, 2008 22:10:34 GMT
OMG i just used that in appoc game for fun using converted grey knight terminator model (that is part of my own 300 datasheet)
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Post by CylonDorado on Nov 30, 2008 23:47:00 GMT
YOUR MOM same rules as deamonette Lol, you should have said same rules as the Masque ;D.
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