ghostsock
Gaunt
AaAaAaAaAaAaAaAa! Im the Gho-ast of chris-mis paaast!
Posts: 42
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Post by ghostsock on Oct 12, 2008 6:20:06 GMT
[glow=red,2,300]IN THE GRIM BORDOM OF THE NOW, THERE IS ONLY WAR…TAXES…WORKING 9 TILL 5, DOING NOTHING WITH YOUR LIFE BECAUSE YOU AINT ALLOWED TO, HOPING, BEING CRUSHED FOR IT, PAYING MONEY TO LIVE, SUICIDE ETC[/glow] In this game, using the current rules for 40k, create a stat line and some special abilities for a person or thing that exists today.
For example:
USA army corps HQ George Dubya Bush: 280pts
WS:2 BS:10 S:3 T:7 W:5* A:* Ld:0 Sv:6+*
Wargear: Fancy suit Armour (looks nice, conveys no benefits) American soldiers rifles (Range: 24 S:2 AP:6)
Special rules: Nonsensical Verbal diarrhea: George is treated as having a mawcannon with vomit. Thin Ice: For every election he has won, George losses one wound to a minimum of 1. American Recourses: George has an indirect way of attacking. He always gets 1 extra shooting attack from his maw cannon, but the rest of his shooting attacks are determined by how many troops are stationed in the opposing factions country. George cannot melee. Untouchable: If Enron is on the field, George gains a 2+ invulnerable save. FAQ EDIT: As of 5th Ed, Enron cannot be fielded. “Wings Taking Dream”: If George is present in your army; the common sense rule is ignored. Terrorist search: if Osama does not exist in the opposing army, George suffers instant death immediately. This can be avoided if your general populace have the Stupid Voters biomorph, which they do.
Lets see what vile units can be spawn from the far more dangerous, grim, and indeed less interesting universe of WARHAMMER 2K! ;D
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Post by Elaitor on Oct 12, 2008 8:57:22 GMT
Swiss Army Troops (dedicated transport) Piranha APC: 70 pts Front | Side | Rear | WS | BS | S | I | A | 11 | 11 | 10 | n/a | 3 | n/a | n/a | n/a |
Type: Tank Crew: 1 driver and 1 gunner Weapons: The turret of the Piranha is equipped with a belt-fed Autocannon (Range 48" S7 AP2 Heavy 2), a targeting system (bonus already included in the profile), and smoke launchers. Transport: The Piranha is capable of transporting a single squad of up to 8 fully equipped Riflemen or Grenadiers. Firing Points: A Piranha is a sealed environment, however up to one man in the transported squad can fire his Assault Rifle from the hatch used to reload the Autocannon belt. If the Piranha fires in this manner, the vehicle counts as open-topped until the hatch is closed, thus at least until the start of the owning player's next turn. Access Points: The Piranha has only one access points, which is a hydraulic ramp on the rear of the vehicle. Options: A Piranha can have no additional vehicle equipment, other than what is listed in its profile. Supply stash: A Piranha holds various kinds of weaponry and logistic supplies. Any infantry squad that ends its movement within 2" of a functional Piranha (not wrecked or destroyed), can restock on their supplies. The squad regains any number of "once-per-battle" weapons it has already used, and will be able to used them on their owning player's next turn. Alternatively the Piranha may choose not to shoot during the shooting phase, and reload its smoke launchers if it has used them already. Number Plates: If travelling on road while transporting a squad, a Piranha wishing to travel faster than its cruising speed must make a Leadership test using the value of the transported squad's leader. If the test is failed, the vehicle may move beyond cruising speed, but will then immediately suffer the penalties of a speeding ticket, and count as stunned until the start of its next turn, while their crew is being enquired by the police. The embarked squad can still disembark if they wish to do so.
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Post by Enigma on Oct 12, 2008 13:00:09 GMT
STEPHEN HARPER -25 pnts | WS | BS | S | T | I | A | Ld | Sv | Stephen Harper | 3 | 1 | 7 | 1 | 1 | 9 | 1 | -- |
Special Rules:Party Leader: Stephen Harper is the party leader of the conservatives, therefore any conservatives on the board MUST use his leadership without insane heroism allowed, and any other party members get leadership 12, and they are fearless until Stephen Harper is removed as a casualty. Economy: Stephen Harper is renown for "Harper-nomics", therefore he automatically removes 10 pieces of wargear from your army of the enemies choice when fielded. George Bush Buddies: Harper is known for being friends with Bush, therefore if Bush is fielded, Harper must remain within -3 inches of him, and when he isn't, will get lost and fall back directly towards Bush. Shotgun: Hunting rifles are the only weapons available in Canada, so Harper uses a hunting shotgun loaded with buck-shot. Take stats for combat shotgun, and reduce all stats except for range by 1. Blue: Stephen Harper is blue, so becomes fearless when fighting any army that does not have the colour blue in it's paint scheme. This bonus does not apply to allies on the table.
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Post by Lobsta on Oct 12, 2008 18:24:58 GMT
Any army he feels like joining Special Character Chuck Norris
WS:0* BS:0** S:100,000,000,000,000 T:100,000,000,000,000 W:0*** A:83 Ld:0^ Sv:0^^
* Chuck Norris needs no weapons, so he always wins
** Chuck Norris needs no weapons, he always hits with whatever he throws
***Chuck cannot be killed, he is indestructible
^Chuck Norris needs no allies and welcomes none
^^Nothing can hurt Chuck Norris,
Special Rules-
Roundhouse Kick- Can choose to kick 83 different models or obliterate one model
Only Chuck can cut Chuck- Every time he attacks roll to see if he accidentally kicks himself. If he does the game stops as the world ends because Chuck will always desroy what he kicks, but he cannot be destroyed, so everything is thrown into limbo.
Little Known Fact- Chucks beard hides a third fist, so he can hit another person if he chooses to obliterate one using all his attacks.
Chuckishness- If Chuck wants it to, anything can happen, therefore, the player with Chuck can do anything.
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Post by Facade [TVTP] on Oct 14, 2008 1:16:45 GMT
HQ Choice George Lopez, Mexican Warrior 120 Pts. WS: 5 BS: 3 S: 6 T: 7 I: 4 W: 4 A: 4 LD: 10 SV+: 3 Special Abilities: Annoying Voice: In Close combat with any other Non-Mexican models, any models that are Base-to-Base contact with George Lopez, must lower their WS by -1 to a minimum of 1. Exceptional Head-Size: George Lopez model may only roll 1D6 when moving through Difficult Terrain. Mexi-CAN: This model gives +1 Strength to all Mexican Models within 12 Inches of his Base. Mexi-Retinue: George Lopez may take up to 5 Mexican Agents as bodyguards for 10 Pts. a piece. They are 1 Wound each. Spirit of Ceaser Chavez: George Lopez may take 1 Invulnerable Save of 4+ once per Game. Battle Rifle: -Range: 12 inches -Assault X -AP: 3 Heh, thought I'd throw in a Mexican guy everyone knows.....since it's not America without Latinos.
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Post by ErA | zoe)ender on Oct 14, 2008 2:21:39 GMT
Special Character:
ErA | zoe)ender Points: 666 + 666 + 666
WS: 8 BS: 5 S: 8 T: 8 I: 6 W: 6 A: 6 Sv: 2+ invunerable, re-rolling failed.
Wargear: Twin-linked Gauss Chain gun, Thunder Claws, Awesomeness.
Special Rules:
AWESOMENESS. BECAUSE ERA IS SO AWESOME HE GETS THE FOLLOWING SPECIAL RULES: - Pro RTS gamer: ErA | zoe)ender is a veteran RTS player, being experienced with RTS games (Specifically CnC). He also has something called a "micro". The "micro" is extremely powerful and may activate one of the following:
1) Unleash it in a spherical ball of energy: Str. D AP. 1 7" Blast, Destroyer hit, no scatter. 2) Blow away everyone away from close combat. Place a 5" Blast Template, centered around ErAs head. Every model is pushed to the edge of the template, and every model pushed automatically takes hits equivalent to the number of wounds it has remaining, no armor saves aloud.
In addition, this third form of Micro is always activated on a 4+, and does not take the one micro choice. Cause every enemy model within 18" to take a leadership check. If failed, everyone must take an armor save because they cannot withstand such awesomeness. If passed, re-roll the passed save. (only once)
- The number of the beast (plus another number of the beast): Because of such an awesome point value, the following special rules apply: - Immune to ANY form of instant death, even vortex grenades. - All "To Hit" shots against him are reduced to 5+ - Synapse - Move through cover - Infiltrate - Monstrous Creature
Regenerate: ErA can regenerate. at the end of each turn, roll D6 equivalent to the number of wounds lost during the battle. For each 5 or 6, a wound is regenerated. If ErA is killed, leave the model on the table. On the following turn, roll a D6. He regains a number of wounds equal to the value rolled - 1. If a 1 is rolled, then ErA "phases out".
- Retinue of awesomeness: Because of his uber awesomeness, things tend to want to keep him alive. You may choose a retinue of either: - up to 100 Infantry models OR - up to 20 Monstrous Creatures AND - up to 3 Vehicle, and up to one super heavy. At the points value of the respective codex
Weapons: - Twin-Linked Gauss Chain gun: A powerful rapid fire gun with the following profile: Rng: 60" Str. D AP. 1 Assault 12, 3" blast each, no scatter. NOTE: The gun may be fired at different targets for every shot. Re-Roll failed to wounds, and re-roll on the vehicle damage chart IF YOU WISH.
- Thunder Claws: The Same effect as a thunder hammer, but with the following modifiers: + (x) attacks. (x) = number of wounds remaining. Strength D against Vehicles ALWAYS strike at initiative order.
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Post by CylonDorado on Oct 14, 2008 2:21:47 GMT
William Shatner Independant Character, Monstrous Creature WS: 10 BS: 10 S: 4 T: 4 I: 3 W:3 A: 6 Ld:10 Sv: 6+ Phaser: -Range: 24" -Assault 1 -Ap 1 Melta Redshirts die first: If William Shatner takes a wound, you may instead remove one Reshirt or one Trekkie as a casualtie. Priceline Advertiser: Every model within 48" of William Shatner knows about Priceline.com, and therefore will save lot of money on travel expenses. Orbital Bombardment: See Apocolypse rule book. Just because. Overacting: If you do a wickid impression of William Shatner while he is in close combat, you may place a S8 Ap4 large blast over him. This blast does not affect William Shatner. You must recite a differerent line in each assault phase. (ex. KHAAAAAAAAAN!!!!!!!) Fans without number: If a squad of Trekkies is completly destroyed, in the following turn you may place them at the back of your table edge. Shirtless Assault: Once per game, you may declare William Shatner has ripped his shirt off before he initiates an assault. If you do this he, and his squad, have furious charge. Lady Killer: Female Independent Characters may not shoot or assault William Shatner. If a female independent character comes within 6" of William Shatner, that character, and william Shatner cannot shoot or assault the rest of the game. At the end of the game, the female character is removed as a casualty because she either died somehow, or her heart was broken. Retinue: William Shatner may take 1 or more of the following as part of his retinue. See individual page numbers for details. Leonard Nemoy (Spock) Deforrest Kelly (McCoy) James Doohan (Scotty) Nichelle Nichols (Uhura) Walter Koening (Checkov) George Takai (Sulu)
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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 15, 2008 5:43:30 GMT
Homsar
Point value: confusing
Stats: Equaly confusing!?
Special rules:
Homsar: homsar is homsar. If (somehow?!) fielded in a game, the enemy loses thier mind to his ramblings. so do you...have fun
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Post by Krueger on Oct 15, 2008 11:48:38 GMT
Special Character
The Crocodile Hunter - Steve Irwin
WS: 5 BS: 2 S: 5 T:4 W: 3 I: 7 A: 4 Ld: 10 Sv: 6+ Points: 210
When you field Steve Irwin, you must field a camera crew, included in his point cost. The camera crew consists of a cameraman, mic operator and director, all with the following stats
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 4 A: 1 Ld: 8 Sv: -
The crew members are armed with pistols and various restraint devices. In combat they count ass 2 close combat weapons, and shooting count as las-pistols. If wounded in combat by a crew member, they are not dead, but are removed from the game and returned within unit coherency of their original unit at the end of the opponents next turn with 1 wound. If the unit was destroyed, so is the model, or if all models in the unit are held removed, the unit is destroyed, or placed in a wild life habitat
Special Rules:
Crikey! - Once a game, you may yell Crikey, rendering steve 2+ invulnerable save, with re-rolls for one turn. This represents his un-canny ability to avoid being hit in even the most dangerous of environments
That's a big one! - Any monstrous creatures must focus all attacks on Steve Irwin, and if at the beginning of the assault phase, if any monstrous creatures can charge steve, they must.
Adrenaline rush - When in combat with a monstrous creature, Steve gains +1 weapon skill, +2 strength, +1 toughness, +2 attacks and counts as being armed with a power weapon.
Love for animals - Steve's loving nature for animals forbids him to bring harm to a creature. If Steve is to bring a monstrous creature to 0 wounds, the player controlling the Steve, may either subdue it for a turn, release it back into the wild, or control it. Subdue: The creature is removed from the board as per the rules described under the camera crew entry, with 1 wound Release: The creature is placed on the board, scattering 2 d6" from its original position. It scatters d6" each turn and will charger and attack any unit within range (even friendly ones), representing a revert to natural instinct Control: In rare cases Steve may control a monstrous creature after taming it in combat. If the creature fails a leadership test minus the amount of wounds caused by steve plus the amount of wounds the creature inflicted on anyone this round, then the creature comes under control of the player owning steve, with 1 wound.
Steve is also armed with taming and restraint devices as his crew members. For an extra 100 points, Steve and his crew may be carried in his jeep:
FA: 10 SA: 10 RA: 9 BS: 3
The jeep is armed with tranq rifles, which operate in the same way as the pistols, but with a 36" range, following normal sniper rules, apart from rend
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Post by Biowraith on Oct 18, 2008 21:23:02 GMT
Gordon brown 230pts
WS: 3 BS: 3 S: 3 T: 3 W: 1 I: 4 A: 2 Ld: 8 Sv: 5
You may also chose to Field up to 2 labor whips with the following stats at +1pts each
WS: 2 BS: 2 S: 2 T: 3 W: 1 I: 4 A: 2 Ld: 2 Sv: -
Special Rules:
Right time to get tuff! if 50% of the army is killed, then Gordon will immediately get tough on Icelandic banks, and £2500(250pts) of stuff is resurrected and come in from any board edge on the next friendly turn.
I have been wanting this for a long time... Gordon has so been wanting to be PM for such a long time, that he is not going to just give it up! his throw is invulnerable
Financial trickery Gordon wasn't the Chancellor for all those year for nothing! he can at any time in the game declare that a unit is bankrupt and must spend the next turn working out that they are not. They count as pinned.
42 days...
Gordon has a loyal army of ex-cons that don't want to be imprisoned, he may employ they to steal one piece of wargear from one enemy HQ before the battle starts. The HQ may not use the selected item during the game
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Post by Enigma on Oct 19, 2008 14:52:46 GMT
Egocentric Enigma
WS10 BS10 S10 T10 W10 A10 Ld16 Sv1+ invulnerable with re-roll.
Special:
Enigma is so Egocentric (and rightfully so) that he will automatically win the game if fielded, however is also modest, so has a modest points cost of 1.
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Post by CylonDorado on Oct 19, 2008 15:08:26 GMT
FAQ: As of 5th edition, a HFE army or ErA army cannot be fielded due to an unpopular model range (sheesh are those models ugly. Say hi to the Squats for me ;D. Kidding of course ).
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harbinger
Gaunt
All that is required for evil to exist is for good men to do nothing.
Posts: 35
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Post by harbinger on Oct 21, 2008 1:13:26 GMT
Hi squats!
Army: cute fluffy bunnies
transformation: roll a dice for every bunny on the table every turn. if you roll 3 or more 6's all your bunnies turn into angry bunnies
special rules: If antagionized the bunnies can grow massive fangs and rip apart all opposition. (take all modles in veiw and chuck them at a wall. If your opponent disputs the awsom power of your army throw him/her against the wall aswell.)
normal bunnies: 5 pts each
Ws.Bs.S..T.A.I.Ld.Sv 1....1..1.1.1.1..1..6+
angry bunnies:
Ws.Bs..S....T....A.................I...............Ld Sv 10..10.50.100...78....Higher than yours....12..1+
Man eating bunnies: tera trillion (i dont want to type all the 0's) pts
You turn yourself into a bunny and eat your opponent. (can only be used once per game)
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Post by kittyfex on Oct 24, 2008 17:24:41 GMT
Morgan Freedmen
All stats 10.9999999999999999999
Aanoldfex Can speek in shooting phase
Speek: auto wins the game, hits on a 1+
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Post by treehugger on Oct 24, 2008 19:06:07 GMT
Pen:Cost: 5 points WS: 2 BS:1 S:1 T:1 A:2 I: 3 LD:5 Sv:5+
Weapons: Shoot ink Range 12 AP - Str 4 Pinning
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