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Author Topic: The Make-Up-A-Statline-For-A-Person Game!  (Read 12246 times)

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Offline Russ, Gue'Vesa from the Tiny Red Dot

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #60 on: July 14, 2009, 09:17:38 AM »
The game characters are pretty fun, as do the MJ one. Here's my favourite villian.

Albert Wesker(resident evil)

Ws-7 Bs-3 S5 T5 W5 I9 A4 Ld10 Sv3++

Wargear: Samurai's edge custom pistol.

Special rule: eternal warrior. Power of the progenitor virus. Samurai's edge.

Samurai's edge: Assault 2 weapon. Str 4 Ap 4

Power of the progenitor virus: Wesker got his powers from the virus. He gets some special skills from this rule.

Rhino charge: when Wesker charges, his str doubles.
As fast as bullet: Wesker moves as fast as bullets. He gets fleet.
Healing properties: Wesker has a FNP rule. If Wesker loses his last wound, he roll a dice, on a 6 he comes back with full wounds.
What is strategy without a little luck? What is firepower without a little luck. Some may say it is a miracle, but I say, with a little luck, many things will go your way

Offline verdonian_XII

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #61 on: July 14, 2009, 09:55:50 AM »
Indiana jones
Ws 4 Bs 4 T3 S4 W3 A 3 I4 Ld 8 Sv 5++
Wargear Whip, Revolver

Special rules,
Whip
Indiana jones whip ignores armour saves, in addition any opponents that are wounded by the whip gets is I reduced to 1
Revolver
Revolver str 4 ap 2 rng 12" pistol
Thats enough!
whenever Indy is locked in close combat with an enemy indeendant character or squad leader he may choose to fire his pistol as many times asĀ“he is obliged normal attacks at his opponent instead,
this rule may not be used in a round were indy charges
Sanity is overrated

Offline Sanctorum

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #62 on: July 14, 2009, 11:35:44 AM »
H.E.L.P.eR (Venture Bros.)

|WS|BS| T | S | W | A | I |Ld|Sv|
   3    1   4    2   2    1   4   1  5+

H.E.L.P.eR Robot: Above all else, H.E.L.P.eR protects and looks out for Dr. Venture, Hank Venture, Dean Venture, and Brock Samson. If any of these units are in play and are about to receive their last wound, on a D6 roll of 6, H.E.L.P.eR will rescue them and take them into your reserves to be healed.

*Beep Beep* : If H.E.L.P.eR is in CC, he can attempt to talk to the enemy units. On a D6 roll of 4+ he confuses the enemy unit, with his garbled robot voice, into not attacking during their assault phase.

Crazy Robot: No matter what action is issued to H.E.L.P.eR, you must roll a D6 and consult the Crazy Robot Chart

| D6 |                                                        Action                                                                       |
  5-6   H.E.L.P.eR actually preforms the issued command.
  3-4   H.E.L.P.eR misinterprets the command and does some random action which he thinks you issued him and must take a leadership test, if failed H.E.L.P.eR moves 4 seperate D6 in 4 seperate directions as designated by a scatter die.
  1-2   H.E.L.P.eR Freaks the F**K out and, on a further D6 roll of 4-6 Runs Away into your reserves, or on a 1-3 Blows up!
« Last Edit: July 14, 2009, 11:43:49 AM by Sanctorum »

Offline Cpt. Cool

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #63 on: August 14, 2009, 11:39:17 PM »
Zim/ Invader

WS1 BS1 T6 S1 W3 A11 I1 LD10 Sv-

Equipment: Spider Legs, Xeno tech
Spider Legs: Moves twelve inches and ingores all terrain

Special Rules: Stupid, Gulible, Ridiculous Luck, Xeno Tech

Stupid: Having an extreme amount of belief in self, he will do stupid things to achieve his obective(rule only effective in CC)
1-2 his foe attacks as normal
3-4 his dumb plan works causing one S3 wound
5-6 his plan backfires, allowing nothing at all to happen from either side

Gulible: Believeing everything he has been told and a complete inability to see reality he has a ridiculous leadership and is stubborn with self confidence

Ridiculous Luck: Gifted with a ridiculuos amount of luck unless he is falling backhe cannot be wounded by anything S4 and below and has a +3 inv save

Xeno Tech: Attempts at doomsday devices has allowed him various lasers and explosives, this grants him an unlimited supply of demo charges and a S8 Ap4 Assualt 6 laser

Girr

WS4 BS1 T8 S5 W4 A4 LD4 Sv+2

Equiment: Snack/Miseclaneous, Hugs, Missles, Jet Pack
Snack/Miselaneuos: Gir must take a leadership check, if passed the object is used to distract foe(defensive/offensive Grenade) if it fails Girr can't do anything

Hugs: A power weapon in CC it renders the opponent ineffective for the remaining CC

Missles: Range 18" S6 AP 3 Assault 2, Small Blast

Speacial Rules: Sidekick, Defensive Mode, Distracted, Stuffed Animal

SideKick: Must be within 6" of Zim at all times

Defensive Mode: at any point in the game the player can yell "Gir Defensive mode!", this will cause 1 of 2 things
1-3 Girr Spazes out, and is out of play for D6 turns reducing the nearest units leadership by 1 becuase of Girr being obnoxious
4-5 Girr has the rage rule and will immediantly attack the nearest unit
6 Gir has the rage rule and automatically attacks the most expensive unit on the other team

Distracted:Roll a D6when assaulting a vehicle, If Girr gets a 6 the vehicle is automatically hacked and is now on Girrs team, if the vehicles is destroyed Girr returns to play -1 wound

Stuffed animal: If Zim is removed from play and Girr fails leadership, he automatically leaves the game not to return as something has captured his attention

Offline Klamron

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #64 on: August 18, 2009, 11:44:31 PM »
big daddy (bioshock)
WS4 BS4 S6 T7 W3 I2 A4 Ld10 Sv2+

Weapons:super impaleifier drill or Rivet gun

Drill: any model who takes a wound from the dril takes a further D6 wounds, the drill is a power fist that can re-roll to wound and counts a 2 weapons

Rivet gun: S6 AP4 Assault 3 any unit who takes a wound within 3" of a piece of terrain cant move as 5they try to yelp the memebr of the unit pinned to the wall

Little sister: any unit killed gives you 2 KP instead of 1

Furios charge, fearless,

Offline Yarrik

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #65 on: August 19, 2009, 12:12:45 AM »

Well then i'll do...

CLINT EASTWOOD (blondey)

Ws5 Bs 6  s4 t5  w2 I7  A4 Ld 9 sv3+

Weapons= twin linked colt armies and poisined knife

Armies= Range=30inches S= 6  Ap2  assault 3


Special rules,

You feeling lucky?= any model within 24 inches of clint eastwood must take a leadership test at a -4 modifier (this includes fearless models) and if failed instantly take 2 D6 wounds with no save of any kind allowed, and if passed immediatly go to groung for fear of having thier heads popped like a Zit.

Clint eastwood always starts the game in the middle of the board in between 2 peices of terrain and immediatly takes a free shot at closest enemy unit.
The Emperor Protects, but a loaded bolter never hurt.

Offline Klamron

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #66 on: August 19, 2009, 12:59:19 AM »
Inquisitor Eisenhorn
Ws5 Bs5 S3 T3 W3 I5 A4 Sv4+

Weapons:Master Crafted Bolt Pistol, Barbaraister, Lilth Staff
Barbaraister: master Crafted power weapon gives furious charge can re-roll to wound, one handed, allows no invulnerable saves

Lilth Staff: Force weapon, Can re-roll all  psycich tests and gives spell current profile, one handed

Rutine: Scribe(Aemos) Warrior(Arainhrod) Warrior(Fisching) Warrior(Kara Swole) Blunter(Bequin), Warrior(Nayl)
interagator (Raveanor) Warrior (Husman) Deamonhost( cherubeal)
Leader: him and his ruitine are fearless

Weapon master: eisenhorn can use both of his weapons effects in close combat

Psyker:
command: Any non-fearless unit within 24" of eisenhorn can be moved 3D6 inches , losses any cover saves, and counts as pinned next turn

Telepath: eisenhorns army can always choose to deploy last any HQ choice within 24" of eisenhorn cannot use its leadership to affect units

Ruitine:
Aemos:unarmed confers 5BS and allows eisenhorn to reroll phsychich tests an third time

Airainhrod: WS5 BS0 S3 T3 W2 I6 A4 Ld10 Sv5+
armed with sword identical to eisenhorns(i know shed have to be dead for him to have it but w/e)

Fisching: WS4 BS5 S3 T3 W2 I4 A2 Ld10 Sv4+
Shotgun and lasgun
Loyal: can take a wound instead of eisenhorn

Kara: WS4 BS4 S3 T3 W2 I6 A4 Ld10 Sv5+
Autopistol, Fists
Acrobat: furius Charge, Counter attack

Nayl: WS5 BS4 S4 T4 W3 I5 Ld10 Sv4+
Autopistols S4 AP4 Assault 4, various close combat weapons (2CC)

Husman: WS4 BS6 S3 T3 W2 I4 Ld10 Sv5+
Long las S4 AP4 Rapid fire rending, pinning
Marksman: can pick out any member of an enemy unit, can use weapon as sniper
Stealth
lone wolf: can detatch from the unit
move through cover

Raveanor: Ws4 Bs4 S3 T3 W2 I4 A2 Ld10 Sv4+
Autopistol, close combat weapon

Bequin:Ws4 Bs4 S3 T3 W2 I4 A2 Ld10 Sv4+
autopistol
Untouchable: no psycich powers can be used with 18" of bequin
Distaff: any unit in the army can have an untouchable attached

Took me forever but its pretty cool if youve read the book

Offline Sayt

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #67 on: August 19, 2009, 05:21:57 AM »
AFew things Klam.
1) Ravenor should have Psychic powers.
2) No way in hell the Rune staff should be 1 handed IMO.  It's a bleeding *staff*
3)Bequin negates Eisenhorns psychic powers.  Cut her or make her optional.

Otherwise, very cool^^
« Last Edit: August 19, 2009, 05:28:13 AM by Saytael »

Offline Watchmaster Raus

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #68 on: August 19, 2009, 06:52:49 AM »
Gordon Brown

Points cost: How much money has he poured into the banks?  Thats his points cost.

WS1 BS1 S3 T4 W3 I1 A1 Ld5 Sv6+

Speacial rules:
"Furious Charge"

"Stubborn"

"Doesn't take the hint" If Mr Brown loses his final wound then leave him in place.  Next turn, on a roll of 3+ he gets back up again.

"Target" The owning player may shoot or assault Mr Brown at any time, and gains two kill points if he succesfully kills him and he doesn't get back up again.  If using objectives not kill points, then the owning player just gets the credit for killing the idiot.

"Boring" Whilst Mr Brown is alive all units within 12", friend or foe, lose -3LD.

"Preferred enemy"  All units, friend or foe, get the benefit of the preferred enemy rule when fighting Mr Brown. 

"One eyed..." If Jeremy Clarkson is on the board then Mr Brown must take a leadership test on -3 LD every turn until Mr Clarkson has left the board.  'If' he fails, he falls back as per the normal rules.

Offline Klamron

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #69 on: August 19, 2009, 11:38:12 AM »
i gave him 2 psychich powers, bequins power would be turn on/off and the staff... i didnt want to make the player choose weapons but yeah it would be 2 handed

Luke Skywalker

Ws5 Bs4 S3 T3 W3 I4 A4 Ld10 Sv5+/3++

Weapons: lightsaber, Blaster

Lightsaber, master crafted power weapon, rolled 2D6+8 for armour pen

Blaster: S4 AP5 Assault 2

Powers: no test required
Force push: move enemy model 3D6" and it takes D6 S6 hits if the model hits a peice of terrain is takes an additional 10S hit

Throw Saber: S6 AP1 Assault1

Deflect/parry: gives 3+ invulnerable

NOOOOOOOOO: if luke enters close combat with darth vader he starts crying and gives up, he cannot be used and is removed as a casualty, darth vader then automaticly kills the emporer causeing his own army to lose

Offline chokoman

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #70 on: August 19, 2009, 12:11:59 PM »
Scary that none has made this guy yet:

RAMBO

WS: 10 BS: 10 S: 2 T: 2 W: 4 I: 1 (he says that he does NOT like fighting) A: 1 LD: 10 SV: 6+

Wargear: Knife (cc weapon that wounds on a 2+) extremely extra heavy stubber 
(unlimited" s8 ap6 heavy 10D6).

Special rules: fearless, eternal warrior, relentless, move through cover, stealth, infiltrate.
Better and better (rambo gets stronger during the game and adds 2s and 2t each turn).
Invincible (IMPOSSIBLE to kill... almost. When rambo looses his last wound roll a D6, on a roll of 2+ he gets ALL his lost wounds back!!)
For the Emperor. For the greater Good.
For the glory of Chaos. For the Lion.
For Khaine. For choclate, for Chokoman!

Offline Klamron

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #71 on: August 19, 2009, 01:00:49 PM »
Cast of saving private Ryan

Tom hanks dude
Ws3 Bs4 S3 T3 W3 I3 A2 Ld10 Sv6+

Weapons:Thompson, Pistol, Sticky bombs
Thompson: 18" S3 Ap6 Assault 3
Pistol 12" S3 Ap6 Pistol
Sticky bombs 6" S8 AP2 2D6 Arm pen

Leader: 12" leadership rule(guard), except upham
last stand: when he loses all his wounds he becomes unable to move but has one wound and his pistol
Pistol Vs. tank: his pistol roles 2D6 armour pen
Attached: he is very attached to his squad and freaks out when he loses a guy if the squad loses a guy hge must make a ld test if he fails he cant do anything next turn

Upham
Ws2 Bs2 S3 T2 W1 I3 A1 Ld2 Sv6+
Weapons: M1 Garand, pistol
M1 Garand: S4 Ap6 Rapid Fire
Tremultuous O: he cannot assist in assault and his ammo carrier power only works if he passes his leadership test
Ammo carrier: The only thing Upham is good for is carrying Ammo if he can actuualyu pass a leadership his squad may fire unlimited shots from thier guns this turn

"Mike"
Ws4 Bs4 S3 T4 W2 I3 A2 Ld10 Sv6+
Weapons: Thompson, Pistol, Sticky bombs, Bazooka
Bazooka: S7 Ap3 Heavy 1
Feel no pain

Reiben
Ws3 Bs4 S3 T3 W2 I4 Ld10 Sv6+
Weapons: BAR,Pistol, Sticky bombs
BAR: S5 Ap6 Rapid Fire
Scoot Scoot Scout: he can detach from the unit and gain the Scouts rule at the begining of the game

Jackson
Ws3 Bs5 S3 T3 W2 I4 Ld10 Sv6+
Weapons: Springfield, Pistol
Springfield: S4 Ap6 Pinning Rending
Marksman: can use sniper rules for Springfield
Stealth: +2 to cover
Religous: Jackson is Fearless

Caparzo(DIESEL)
Ws10 Bs10 S10 T10 W27 I10 Ld12 Sv1+
Weapons: all of them
Not a main Character: strangely Vin Diesel is a supporting role who dies before he does anything in this movie, before he attamps to make a save, Fire his weapons, initiate an assault,take a leadership test or capture an objective he dies

Wade
Ws3 Bs4 S3 T3 W1 I4 Ld10 Sv6+
Weapons: M1 Garand, Pistol Medpack
Medpack:all models in the squad can force the enemy to re-roll wounding roles
Who fixes the medic?: the rule cannot be use to re-roll wounds on himself

Ryan:
Ws3 Bs4 S3 T3 W3 I4 Ld7 Sv6+
Weapons: M1 Garand, Pistol
Saving Private Ryan:At the begining of the game your oponent Deepstrikes Ryan  somewhere outside of any deployment zone with a squad of gaurdsmen he move 6" in a direction chosen by a scatter die if any unit of your army reaches him he joins your unit and if they can make it off the table edge you win
Lucky: his save is invulnerable
Etenrnal Warrior

Offline Yarrik

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #72 on: August 19, 2009, 01:06:09 PM »
ha ha, upham was great and caparzo, and mike is called sergeant Horvath btw.
The Emperor Protects, but a loaded bolter never hurt.

Offline Klamron

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Re: The Make-Up-A-Statline-For-A-Person Game!
« Reply #73 on: August 19, 2009, 01:09:35 PM »
how did this board turn my word that for some reason was conidered inapropraite into trumultous o

 


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