Page under construction.
Warhammer 40K
Not much to put up here at the moment. The first thing I'm going to put up is anything made with the Vehicle Design Rules (only one so far, as soon as I grab a digital camera from someone I know, I'll post the rules and a pic or two), followed by any strategy tips (ha... haha... HAHAHAHAAAA... ahhh... me... strategy...) I (or anyone else here) thinks are worthwhile.
For now, just these four custom character abilities, when I have more to post, I'll divide this up all pretty-like.
Hitchhiker- Independent characters with no mount (ie. bikes, Juggernauts, Disc of Tzeentch) only, may not be given to models in Terminator armor, with jump packs, or large-size Battlesuits.
The character is adept at finding a ride, whereever it may come from. For a turn, it copies the move of any friendly model (in base-to-base contact) riding a Disc of Tzeentch, Bike, or any other mount on which it could realistically fit (use best judgement). Additionally, it may ride on any (friend or foe) standard vehicle (Predators, Rhinos, Falcon Grav Tanks, etc.) whether or not it is a transport, and ignoring normal space limits if it is (as the character rides on top, they are still affected by blast/template weapons as normal). Enemy vehicles so ridden may notice the character on a D6 roll of 5 or 6, 3-6 if open-topped. This ability may be represented by a grappling hook, length of chain or rope, or something similar. The unit may not ride an enemy vehicle with the Living Vehicle upgrade.
[ 10 points ]
Convey Gift- Eldar Farseer, Space Marine Librarian, and Chaos Sorcerer independent characters only.
This ability is intended for use in team games and multiplayer branching campaigns, though other uses may be found. The psyker gives a psychic gift to another character model of a different player than himself. This drains the will of both the psyker and the target, and works as follows: the psyker himself costs +5 points, this will not change. The target obtains the ability in question (if it is a Psychic power, not an enhancement, they need not obtain the Sorcerer ability to use it, and they must take psychic tests as normal. However, if a 2 or a 12 is rolled, the Perils of the Warp attack automatically wounds the model, no saves of any kind apply.) The target obtains the ability at normal cost. Only one ability may be given per psyker, and only one ability may be recieved by any one model, more than that is too much stress on the mind.
If the psyker is killed, the target model loses the ability the following turn, or will merely be unavailable next time if its a campaign and the target model isn't currently in the battle. If the target model is killed, the psyker's point cost returns to normal in his next battle.
Use common sense when determining what abilities to share, just because the word "psychic" is used, doesn't mean that ability can (or should) be shared. (ie. A Daemon weapon of any kind would be wrong, they're far too rare and powerful for this ability, Inferno Bolts could be shared however (provided the target has a bolter, bolt pistol, or storm bolter to use them in, otherwise, the points are wasted)) Keep the target in mind too; for example, a Space Marine army would never accept a Chaos gift unless they were turning renegade.
[ 5; X points (see above) ]
Know Thy Enemy- Psykers and independent characters only.
Whether by experience in battle, or (more often) psychic intrusion, the character can almost see where the enemy is going to fire before he actually makes an action. Make a Leadership check (NOT a psychic test) once per battle after being declared a target of enemy fire. If successful, all shots fired from one opposing unit of the players choice are at -1 to hit and wound this unit. If this ability was used by a psyker AND the targeted enemy unit contains a psyker, the opponent may make an opposing psychic test; the ability is nullified if he is successful.
[ 25 points ]
Know Thyself- Independent characters only, friendly vehicles unaffected.
The character has reached perfect understanding of his (and his troops, if in a unit) role in combat, his abilities, and his weaknesses, and uses this understanding to full effect. Once per battle, make a Leadership check. If successful, this unit has +1 to hit and wound next turn.
[ 35 points ]
I personally prefer playing Chaos, just something about the pure evil of it all... and the spikiness... and as should be obvious, I'm partial to black. If I try another side, it will first be Imperial Guard, then maybe Necron. The only thing stopping me is cash, and the fact that I'm lazy, and thus the idea of painting another army before my Chaos army isn't even half done isn't really appealing. ... aaaand... that's all for the moment, other than to state that Shikyo is a Tyranid player, and Twinburner doesn't know what the hell he plays (first Space Marine, then Eldar, now Tau).