News: No news is good news...

Login  |  Register

Author Topic: Codex: 40KOnline (WIP) Mk. 3  (Read 6859 times)

0 Members and 1 Guest are viewing this topic.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Codex: 40KOnline (WIP) Mk. 3
« on: August 23, 2005, 11:54:04 PM »
This'll have to be posted in several chunks, damn character limit...

Codex: 40kOnline

HQ
PtsWsBsSTWIALdSv
0-1 Adminx7633383103+
Globals x663337394+

Options: Admins and Globals may take up to 100pts worth of equipment from the 40kO Armoury.

Special Rules

Independent Characters: All Admins and Globals function as Independent Characters, see the Rulebook for details.

Staff Member: Of all the staff members, the Admins and Globals are feared the most, as such any unit within 12” of an Admin is at –2 Ld, any within 12” of a Global are at –1 Ld.

Respected: Admins and Globals are respect veterans of 40kO, as such they have the faith of all those below them installed in them. This allows them to re-roll failed Ld. Tests.

Retinue: An Admin may be accompanied by up to three Mods and up to 4 Trial Mods, a Global may be accompanied by up to two Mods and up to 3 Trial Mods.

Elites

Mods
PtsWsBsSTWIALdSv
Modsx653326285+
Trial Modsx553315285+

Unit Size: 1-2 Mods/Elite Slot and 2 Trial Mods for each Mod.

Weapons: Mods are armed with any pistol weapon of their choice and a Close Combat Weapon. Trial Mods are armed with a Laspistol/Hell Pistol/Splinter Pistol and a Close Combat Weapon.

Options: Mods may take up to 75pts of items from the 40KO Armoury. Trial Mods may take up to 50pts.

Special Rules

Independent Characters: All function as Independent Characters, see the Rulebook for details.

Staff Member: Mods are respected members of Staff. Enemies in combat with Mods are at -1 Ld.

Respected: Mods are respect veterans of 40kO, as such they have the faith of all those below them installed in them. This allows them to re-roll failed Ld. Tests.

Trial Mods: Trials Mods must accompany a Mod, each Mod can only be accompanied by a maximum of two Trial Mods. They count as a unit but may still join other units.

Veteren Squads
PtsWsBsSTWIALdSv
Senior Memberx453314184+
Hero Member+x553315284+

Unit Size: 6-12.

Weapons: Senior Members are armed with a Boltgun and a Close Combat Weapon. Hero members are armed with a Boltgun and a Power Weapon.

Options: The whole squad may be equipped with Frag grenades at +2pt/model, and/or Haywire Grenades at 4pts/model. One member may be upgraded to a Hero member at +xpts.

Special Rules
True Grit: See the Rulebook for details

Respected: The Senior and Hero Members are respect veterans of 40kO, as such they have the faith of all those below them installed in them. This allows them to re-roll failed Ld. Tests.

0-1 Long-Time-Lurker Squad (By Creeping Death)

Commonly referring to themselves as "long-time-lurkers, first-time-posters", these fellows show up unexpectedly but are already well versed in forum rules and netiquette, and contribute to the forum in ways that average n00bs are incapable of.

PtsWsBsSTWIALdSv
Lurkerx443314185+

Unit Size: 5-15 Lurkers

Weapons: Close Combat Weapon and Bolt Pistol

Special Rules

Deep Strike: Should the mission rules allow it, a unit of Lurkers may Deep Strike.

Infiltrate: Should the mission rules allow it, a unit of Lurkers may set up using the Infiltrate rules.

Unknown: Despite being good fellows, no one really knows the Lurkers. They may not be joined by any character.

0-1 Lurker Hero (By Creeping Death)

Occasionally, a Lurker joins the community with a vast knowledge of the goings-on, and is capable of making significant contributions right off the bat. While they are rare, they are well respected by those who witness their first steps into the community.

PtsWsBsSTWIALdSv
Lurkerx443314185+

Unit Size: 1-3 Lurker Heroes may be chosen as a single Elites choice. They do not need to be placed together and operate independantly during the game.

Weapons: Power Weapon and Bolt Pistol

Special Rules

Out of Nowhere: Lurkers never begin on the table, and are always kept in reserves, whether or not the mission rules allow it. Beginning on turn 2, roll a single D6 at the beginning of every turn. The roll required is a 4+, though on subsequent turns, the roll required is lessened by one, meaning a 3+ is required on turn 3, and a 2+ is required on turn 4, and so on. A roll of a 1 always fails. One Lurker Hero shows up per successful roll. You may place the Lurker anywhere on the board, so long as it is out of an enemy's line of sight and at least 6" away from any enemy unit.

Unknown: Despite being a great fellow, no one really knows the Lurker Hero. He may not join any unit. Additionally, enemies are somewhat fearful of his experience, despite never having seen him before. All opposing models are at -1 Ld when in base contact with a Lurker Hero.

Troops

N00b Squad
PtsWsBsSTWIALdSv
N00bsx333314175+
Jr. Member+x343314175+

Unit Size: 15-30.

Weapons: Lasgun or Shuriken Catapult. Jr. Members are armed with a Boltgun

Options: One N00b may be upgraded to a Jr. member for xpts. The whole squad may be equipped with Frag grenades at +1pt/model, and/or Haywire Grenades at 3pts/model.

Special Rules
Stay The (Censored By ][) Away From the N00bs!: Everyone knows and dreads the dreaded n00bi questions, as such any enemy unit within 12” of a N00b squad must past an Ld test or fallback directly away from the N00b Squad. This represents the sheer mind-numbing pain their questions cause to any and all gamers, closely resembling having your head smashed in with a  Sledge Hammer. Only crazed maniacs could ignore them.

Jr. Squad
PtsWsBsSTWIALdSv
Jr. Membersx343314175+
1 Full Member+x443314184+

Unit Size: 9-19 Jr. Members, 1 Full Member.

Weapons: Boltgun. Full Members may swap this for a Bolt Pistol and Close Combat Weapon at no extra cost.

Options: The whole squad may be equipped with Frag grenades at +1pt/model, and/or Haywire Grenades at 3pts/model.

~MTWC
« Last Edit: August 24, 2005, 02:01:39 AM by Makenshi »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #1 on: August 24, 2005, 12:01:31 AM »
Fast Attack

Flame Hunters
PtsWsBsSTWIALdSv
Flame Hunterx443313175+

Unit Size: 5-15.

Weapons: Pair of Fire Extinguishers. They are also equipped with Jump Packs.

Options: The whole squad may be equipped with Frag grenades at +2pt/model, and/or Haywire Grenades at 4pts/model.

Special Rules
Flame Hunters: Flame Hunters automatically have the Flame Hunter Custom Title.

Pair of Fire Extinguishers: These function as a pair of Power-Fists but may also be used in the shooting phase with the following profile.
Rng S Ap Type
12”Special-Assault 2
For each successful hit a Fire Extinguisher causes the squad fired upon may not use that many heat-based weapons (plasma, flamer, melta etc.) in their next turn. If there are more hits than there are heat-based weapons then they will carry over to the turn after that.

Full Member Bikers
PtsWsBsSTWIALdSv
Full Memberx4433(4)14184+
Senior Member+x4533(4)14184+

Unit Size: 3-10.

Weapons: Must be mounted on either a Reaver Jetbike (+1 Attack), Space Marine Bike (3+ Save) or an Eldar Jetbike (+1 Inititive). The cost has been included in the profile. They are equipped as and have the same options as the kind of bike they have chosen.

Options: The whole squad may be equipped with Frag grenades at +2pt/model, and/or Haywire Grenades at 4pts/model. Any amount of the squad may be upgraded to Senior Members at the points cost indicated.

Special Rules
Bikes: They have any/all of the Special Rules of the bike they choose in addition to the bonuses above.

Heavy Support

Spam Killers
PtsWsBsSTWIALdSv
Spam Killerx353313174+
Unit Size: 3-10.

Weapons: All of them are armed with Bolters or Shuriken Catapults.

Options: The whole squad may be equipped with Frag grenades at +1pt/model, and/or Haywire Grenades at 3pts/model.

Up to half of them may be equipped with the one of the following Heavy Weapons; Eldar Missile Launcher at +xpts; Lascannon at +xpts; Splinter Cannon at +xpts; Dark Lance at +xpts; Shuriken Cannon at +xpts; or Heavy Bolter at +xpts.

Special Rules
Spam Killers: Spam Killers automatically have the Spam Killers Custom Title.

Dedicated: The Spam Killers are dedicated to eradicating Spammers, as such they are experts in picking out targets, they automatically pass the Ld test to shoot targets that are not the closest.

Server Crash

The Server Crash functions in the same way as the Orbital Strikes etc. that the Inquisition uses. It uses the following Profile/Special Rules:
RngS Ap Type
-75Special 1, Ord. Blast
Any unit/model that is wounded becomes frozen as the Server Crashes, they are frozen until their second turn after they are hit. After that roll for them as if they were reserves to see if they can move again except that you start at 5+ on the second turn after they are wounded. While frozen they can't do anything and will be hit automatically in Close Combat.

Custom Titles
Any Character/Unit can be given a custom title, however there may only be one each of the different titles in your army (as in one unit or one character), so you can't have two Troll Hunters but you can have a Troll Hunter and a Spam Hunter. Cost is character/unit (per model). Custom Titles count towards the Wargear limit.

Flamer: These wild Flamers have been tamed by the Flame Hunters to help 40konline against it's enemies. Enemy units must shoot/charge this unit if it is the closest but suffer -1Ld if within 12", only a  character with the ‘Flame Hunter’ Custom Title may join (control) them. X/xpts

Spammer: These idiotic Spammers have learnt to confuse their opponents by talkign non-stop gibbersih. No one (friend or foe) may use Psychic powers within 12" of Spammers. X/xpts

Troll: Trolls are experts at getting people to argue and are therefor very good at confusing enemies. Any unit that starts or ends it's turn within 18" of a unit of Trolls must take an unmodified Ld test or be pinned, they start squabbling amongst themeselves due to the Trolls insighting arguments. X/xpts

Flame Hunter: AP is ignored if they are hit by flame weapons, they will always get their Armour Save. X/xpts

Spam Hunter: They have learnt to ignore even the worst of n00b questions, spam etc. etc. and as such have determination unmatched. Their Ld will never be modified negatively for any reason. X/xpts

Armoury

Character may choose to take their armoury allowance from any one Codex (counting supplements as separate Codexes) and/or from the specialist armoury below.

Weapons

Banhammer: Only Administrators may choose this. It acts as a force weapon that doubles strength like a power fist (also lowering I to 1 when used) however their Ld test isn’t strictly a psychic power and for all intents and purposes will be treated as a regular Ld test, should they fail nothing happens. 50pts.

Modstick: Any Staff (Admins, Globals and Mods), the Modstick counts as a Power weapon that will make them immune to the ill effects of trolls, spammers, flamers etc.

Wargear

über Green Stars: Mods only. Counts as bionics that also make them immune to the ill effects of trolls, spammers, flamers etc.

über Blue Stars: Globals only. Count as über Green Stars that also make them immune to Instant death caused by weaposn twice their Toughness.

über Red Stars: Admins only. Count as über Green Stars that also make them immune to any kind of instant death.



Special Characters

Rasmus

PtsWsBsSTWIALdSv
Rasmusx8633484--

Weapons/Wargear: Banning Blades, A Pair Of Harlequin Kiss', Holo Suit, Flip Belt, Mask Of Fear, über Red Stars.

Special Rules

Admin Solitaire: Rasmus follows all the rules for Admins and for the Harlequin Solitaire (inc. Fleet Of Foot etc.), with the exception of Individual, any Staff that join Rasmus gains his Spiritless and Blitz Attack Rule, Rasmus may not join any squads other than staff.

40KO Hermit: Rasmus rarely sleeps (and some think eat), all he does is stay on 40kO. As such he has learnt to always be alert, an army he leads will always get the choice of 1st or 2nd turn.

God Of Mods: Rasmus may use two of the following abilities each turn (not player turn):

*click!*: Using the powers of locking Rasmus can stop his opponents dead in their tracks. Nominate one model within 12" (can be used in CC), this model can't move/shoot/use psychic powers/attack (lasts until Rasmus' next turn). Should this be one model in a Unit the whole unit may not move but may shoot/attack/cast magic as normal.

Move: Using the powers of moving Rasmus can teleport people. Nominate one model within 12" (can include himself) this unit will immidietlydisapear from the game and then re-enter play (during the same turn this is activated) using the deep striek rules, regardless of whether the mission permits it or not.

Edit: Rasmus can subtley manipulate the abilities of his opponent. Nominate one enemy model within 6" (can be used in CC), choose one weapon/item etc. it is carrying and switch it with another weapon/item etc. from the same Codex.

Merge: Rasmus has the power to fuse weapons and items together. As a result when this power is used his Banning Blades and Harelquin Kiss' will merge abilities, allowing him to use both of their effects instead of having to choose.

Split: Just like he can merge things he can Split things. This may be used on any model within 12" (may be used in CC), if the model has a weapon/item with more than one effect then your opponent must choose which effect they want to use.

Banning Blades: The Banning blades function has Banhammers that don't double S or reduce Initive. They are also treated as Powerblades.

MTWC (1st version, by The Slann/Hamster)

Many forum ledgends tell of the Makenshi, though he has appeared in different guises all around the internet. He is a rare species, being probably the fastest poster on the planet. He has many names, and has been called, to name a few: Kench-Meister, MTWC, Cloudy, and Kenshi, just as the start of a huge list. He has been present for little more than a year, but in that time has become one of the most respected (well, feared) moderators in 40k Online...

Makenshi the White Cloud Takes up a Fast Attack choice, even though he counts as a moderator.

PtsWsBsSTWIALdSv
MTWCX643336384+-

Weapons/Wargear: MTWC is equipped with über Green Stars, a shuriken pistol, the Tavern Rod and the Makenshi Mod-Pack

Moderator: MTWC is a moderator, but still counts as a Fast Attack choice. He also counts as an independant character and follows all the rules given in the rulebook for independant characters.

Tavern Rod: The Tavern Rod is a rare arrtifact, said to hold control over the spammers and flamers that fester in the Space Tavern. MTWC counts as having the Spam Hunter and flame hunter custom titles. The Tavern Rod also counts as a Modstick.

Makenshi Mod-Pack: In order to be able to quickly combat the large numbers of spammers in the tavern, MTWC has created the Mod-Pack. This counts as a jump pack.

'Too... Many... Duties...' Makenshi is a member of too many forums, and as such has a silly amount of duties to all of them. Every turn, Makenshi must make an Initiative check, or have to go and see to any number of moderating tasks. If failed, then Makenshi must spend a turn doing nothing.

'I see Stupid People' Many flamers and spammers hate MTWC, and so at the start of each turn, every model with the Flamer, Spammer or Troll custom titles will have to pass a leadership test or instantly make a full move towards MTWC. If this brings them into base contact with him, they count as charging, and for that turn they fight against MTWC in close combat, and count as being in the other player's army. At the end of the trun, they stop fighting. (Unless they fail another Ld test)

Everchanger of Everything MTWC is always changing his title, sig, avatar, and everything. Enemies find it very hard to figure out just what he is and so in combat he gains a 4+ invulnerable save.
How's that for ya?

Makenshi (2nd version, by me)

PtsWsBsSTWIALdSv
Makenshi, The White Cloudx753337394+

Weapons/Wargear: Slapping Stick, über Green Stars, Chitin (Carapace) Armour, Bolt Pistol.

Special Rules

Custom Title:I See Stupid People: Makenshi is used to seeing idiots all the time, and has learnt to mainly ignore them, he is considered fearless, ignores the ill effects of trolls, flamers, spamemrs etc. and his Ld will never be modified.

The backshot of this is that he sometimes has a Vision of Idiocy in which he sees a spam most foul, flame most gruesome, troll most hideous (you get the idea) that it will stop him in his tracks. Every turn he must take an Ld test before any other event happens (movement etc.) unless within 12" of a higher ranking Staff Member (Global/Admin) or any of the other Special Character Mods. If he fails he can;t act that turn. If he is in CC he does not have to test for this.

Mod: Any Mod in your army may be upgraded to Makenshi, The White Cloud for the points shown above, he can't be changed in any way but can still be given a Trial Mod retinue.

Slapping Stick: The Slapping Stick is a special type of Modstick, in addition to it's usual rules the slapping stick will stun any model wounded (after saves etc.) by it, this means they wont be able to attack until their next turn, and will do so at I 1.

Bane Of Spammers: All spammers hate Makenshi, and vice versa. Should anyone with the 'Spammer' Custom Title be within 12" of Makenshi they must pass an Ld test, if they fail they must move towards Makenshi and Makenshi will move towards them, treat it as an ungoing combat in tyhe Assault phase as they both 'cahrged'.

Everchanger Of Characters: Once per game Makenshi may activated is Everchanger Of Characters ability. He chooses to change into one of the following:

Space Marine- Makenshi morphs into a Space Marine, his Armour is improved to 3+ and his S and T are raised by 1, while his I lowered by 2..

Dark Elder- Makenshi morphs into a Dark Eldar, his Armour is reduced to 5+, his I raised by 1 and his Ws raised by 1. He also gaisn the FoF rule.

Eldar- Makenshi morphs into an Elder, he swaps his Chitin Armour for Rune Armour, his Ld is raised by 1 and may choose one Psychic Power from the Eldar Armoury to use. He also gaisn the FoF rule.

Tyranid- Makenshi morphs into a Tyranid, he gains the Lictors Chamealionic scales rule, lowers his Armour to 5+ and gains Scything Talons.

Necron- Makenshi morphs into a Necron, he gains the WBB rule and gains the Pariah gene.

swordwind12/FarseerTelemar

PtsWsBsSTWIALdSv
swordwind12x553435294+

Weapons/Wargear: Shadow Blade, Shadow Rune Armour, Runes Of Warding And Witnessing.

Special Rules

Farseer: He is treated as a Farseer in all respects, he may choose up to two psychic powers from the Eldar Armoury each game.

Chronic Whiner[/b]: Should he be within 12" of any staff member other than Makenshi, The White Cloud he must pass an Ld test or he will not be able to act as he is making idiotic complaints to the staff member about the latest 'atrocity' committed upon him by Makenshi. If the staff member is Makenshi then he will move towards and charge him.

Shadow Blade: Treated as a Witchblade with Sprit Stones grafted into it.

Shadow Rune Armour: Treated as Rune Armour with Spirit Stones grafted into it.

Addicted To Power: He will do anything to wield power, hence the many Spirit Stones, he may choose to activate both Spirit Stones to feed him more power, the result of this is that he may either re-roll any/all failed psychic tests that turn or cast both spells twice with no additional benefit. However, he must pass a toughness test (roll equal to or under his T) for each test (not die) he re-rolls or spell he casts more than once. If he fails he suffers an immidiet Perils of the Warp attack.

Falhandir, The Harbinger Of Turkeys

PtsWsBsSTWIALdSv
Falhandirx445534393+

Weapons/Wargear: Peck Staff, Veil Of Turkeys, Resurrection Orb.

Special Rules

Necron Lord/Trial Mod: Fal has all the rules of Necron Lords and Mods.

Custom Title: Gobble Gobble: Falhandir is the harbinger of Turkeys, for he and he alone knows that they shall be the ones he eventually dominate the world. Every turn he summons 2d6 Turkey Swarms that enter play via Deepstrike. They form a unit and have the exact same rules as Scarabs.

Peck Staff: A great big metalic Turkey head is grafted onto the end of this staff, cracklying with the power of the Gobble Gobble (English translation: Turkey God). It is treated as a warscythe with an in-built staff of light. In battle a scythe of energy comign out of the turkey heads moth will form the blade.

Veil Of Turkeys: The veil of turekys is treated as a Veil of darkness although when the unti renters play 2d3 Turkeys will also deepstrike 6" away in any direction the player chooses, this doesn't scatter.

Dear God No, The Stupidity!: Despite his new status Falhandir is still widely considered a herald of idiocy, however playful and funny. Because of this if he is within 12" of a Global or Admin then they must pass an Ld test or waste a turn shouting at Fal for his latest prank or idiotic idea.

~MTWC
« Last Edit: August 24, 2005, 02:07:42 AM by Makenshi »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #2 on: August 24, 2005, 12:10:02 AM »
Special Characters (Continued)

Makenshi, The White Cloud   (3rd version, by Hymirl)

            Pts Ws Bs S T W I A Ld Sv
Makenshi x 6 5 3 3(5) 3 5 3 9 3+

Weapons/Wargear: Mastercrafted Banhammer, boltpistol.

Special Rules

Mod: He is treated as a mod in all respects, although his continued exposure to the Space Tavern has increased his toughness beyond normal levels, Makenshi still has his limits though and is subject to instant kill as normal.

Multi-Lock: When he decides enough is enough, Makenshi will go into a beserk rage locking many threads at once. Multilock is a psychic power used in the shooting phase instead of shooting a weapon, if successful all enemy units within 12" must take a pinning test on 4d6.

Resented: All members of Tavern war armies (either side) will hit Makenshi on 3+ in close combat regardless of WS.

Team Gender-Benders!

They count as a HQ and E choice.

Led by:

Dark Flame/Chun-Li

PtsWsBsSTWIALdSv
Dark Flamex553435295+*
Chun-Lix704337384+*

Weapons/Wargear:
  • Dark Flame Form: Dual Flamer/Melta Pistols, Rune Cloak, Ability: Fire control.
  • Chun-Li Form: Boots Of Arse-Kicking Abilities: Blitz Kick and Hello Boys :-*.

Special Rules

Farseer/Mod: Dark Flame/Chun-Li always follow the rules for Mods and Farseers, however in his Chun-Li form DF can't use his Fire Control Ability.

Custom Title: I Messed With The Wrong Farseers AGAIN: DF can start the game in either his Chun-Li or Dark Flame form, at the beginning of every turn he will switch to the other (so if you started DF it'd go Df, CL, DF, CL etc. etc.), all stat modifiers apply to the new stats and wounds aren't regained.

Dual Flamer/Melta Pistols: These can alternate between a twin-linked flamer (re-roll wounds) or twin-linked Inferno Pistols and count as 2 CCWs in CC.

Rune Cloak: A mix of Rune Armour and a Rangers' Cloak, it provides a 5+ Armour, Invul and Cover save when in the open and improves all sover saves by +2.

Fire Control: Any allies using flame/heat weapons while within 12" of Dark Flame may re-roll all failed to hit and to wound rolls, all enemies within 12" re-roll successful to hit and wounds rolls when using flame/heat weapons.

Boots Of Arse-Kicking: Count as two Power Weapons that add +1 Strength when fighting in close combat and +1 Attack too (neither included in profile).

Blitz Attack: Chun-Li may choose to activate this ability during any assault phase, his/her/it's A characteristic is changed to d6 (plus the 1 for the Boots Of Arse-Kicking).

Hello Boys :-*: Due to the mindblowing confusion caused by Chun-Li's appearence he/she/it recieves a 4+ Invulnerble save in due to the enemies surprise and his/her/it's agility. All fully male units (decide before the game by model looks) must take Ld tests when within 12" or they can't act that turn due to the mind-numbing confusion.

And his retinue of:

Inquisitor Yoda

PtsWsBsSTWIALdSv
Yodax623336394+*

Weapons/Wargear: Pink Light Sabre, Blaster (Bolt) Pistol.

Special Rules

The Force Yoda may use either the Storm Of The Emperors Wrath psychic power or the Eldritch Storm Psychic power each turn.

Custom Title: Dear God The Spam!: This is treated as the Spammer custom title except the range is doubled and only applies to opponents.

You'll never take me alive!: While Yoda has a Leadership of 9, this infact represents his sheer ignorance of danger, as opposed to his ability to withstand fear.  As such, while he personally is treated as having a leadership of 9, any group he is leaded will have a leadership of 4, representing that, under no circumstances would they risk their neck for someone so blatently off their rocker

Pink Light Sabre: Power weapon that adds +1 S and -1 ld to all enemies within 12" because of the bright pink colour...

Hello Boys :-*: See DF.

And:

Azumi_Chan

PtsWsBsSTWIALdSv
Azumi-Chanx554435383+/4+*

Weapons/Wargear: [Naughty Japanese Word Deleted] Staff, Pink Power Armour, Mark Of Slaanesh, Bolt Pistol.

Special Rules

[Naughty Japanese Word Deleted] Staff: Nothign can be said of this truely heinous staff as describing it in anyway would violate the family forum rules we enforce, suffice to say the last person to hear of it's true use was quoted as saying "IT GOES WHERE???" before spending the next week sitting with his back to a corner in the foetal position, rocking gently.  This weapon will instantly kill any model wounded once by it (after saves etc.).

Pink Power Armour: Power Armour that shares the same secondary rule as Yoda's Lightsabre, the effects are cumilitive.

Hello Boys :-*: See Yoda.

Their goal in life is to lure unsuspecting male forum goers to their doom...

Dark Flame/Charcoal Boy (By Creeping Death)

PtsWsBsSTWIALdSv
Dark Flamex553326285+

Any one moderator may be upgraded to Dark Flame at the points specified. He has no other options, but may be accompanied by a retinue of Trial Mods.

Weapons/Wargear: Hand Flamer, Modstick, Cloak of Flames, über green stars

WeaponRangeStrengthAPNotes
Hand FlamerTemplate 46Assualt 1

Special Rules

Cloak of Flames: Dark Flame is enveloped in a cloak that was made to resist incredible temperature, made of many layers of skin from an unknown organism. Once per battle, he may ignore a wound that would normally cause him instant death. It instead caused no wounds.

Custom Title - I Messed with the Wrong Farseer!: Whenever a successful 'to-wound' roll is made against Dark Flame, regardless of whether or not he passes his armour save, Dark Flame must make a leadership check. Should he fail, he is so full of anger that he lashes out at the heavens, where the Admins dwell, and they Chun-li-ify him. Dark Flame loses all of his weapons and wargear, but his Weapon Skill becomes 7 and his Attacks become 5. He also gains a 4+ Dodge save. He can't join any units (if he fails the check whilst in a unit he immediately leaves said unit), can't capture objectives or table quarters, and counts as lost for all victory points purposes.

Monoglycer (By Falhandir)

PtsWsBsSTWIALdSv
Monoglycerx525432492+

For the selection he takes up, see "Dey don't know I'm da real Boss".

Weapons/Wargear: Bigga Armour, über Blue Stars.


Special Rules

Bigga Armour: Counts as Mega armour, however the Power Claw is replaced with the Stick of Lethargy.  The Stick of Lethargy counts as a banhammer, however if it fails to strip all of the wounds from the enemy but succeeds in dealing one wound, the enemy must strike last in the next turn of combat, and has their Attacks (A) value halved (rounding down).

Hard Work Pays Off Later, Laziness Pays Off NOW:  Monoglycer does not like doing work, and lives by the Motto "Hard work pays off later, but laziness pays off NOW".  As such, he’s very slothful at actually doing anything.  He always moves as if moving through difficult terrain.  You may re-roll the dice for each full mod that is present, as they goad him into working.  You may only re-roll once for each Mod in his retinue, and it is treated in every respect as a re-roll.  This means that if you choose to make a re-roll, the result of the previous die will be discarded and, when you have made a re-roll for each Moderator present, should you choose to, you will be unable to make any further re-rolls.  You must stick to your most recent result.  Example (listen up if that last bit made no sense to you): you roll and receive a result of 1 but are sure you can do better, considering that there are 3 Full Moderators present, you can make 3 re-rolls, each time discarding the previous result.  The first re-roll you get a 3, but are sure you can do better.  The result of 1 is discarded and the new result for the difficult terrain test is now 3.  However, you choose to roll again.  The result of 3 is discarded and, this time, you roll a 5.  Good but you're positive you can get a 6, and you have 1 re-roll remaining.  The result of 5 is discarded and you roll again getting a result right back where you started, a 1.  Therefore the final result that you must use is that of 1.  You cannot re-roll again as the mods themselves are now too lazy to get him to work.  When deciding to charge, you must roll a d6.  He may only charge on a roll of a 6+ (minus 1 for each trainee mod, so if there are 4 trainee mods present he would require a 2+ to charge).  The only time this rule will not be respected is if Rasmus or Raine is present.

Dey don‘t know I‘m da real Boss: Monoglycer is a long standing member of the community.  While not known much by the lesser minions of the EldarOnline Domain he is known and respected by the rest of the staff.  He takes up the Admin choice.  However, if Rasmus or Raine are present, he will count as a global.

Independent Character: Monoglycer functions as an Independent Character, see the Rulebook for details.

Dey don‘t know I‘m dere: Monoglycer spends all of his time hiding away from the rest of the forum, doing god knows what.  This means he does not benefit from the “Staff Member” rule.

Lethargy:  Mono has taken it upon himself to bring the realms of lethargy to new levels, as such it's often supremely difficult to get him to do anything, which means it's very unlikely that he'll even move for an entire army of crazed axe wielding maniacs.  Therefore, he is counted as being Stubborn.

Retinue: if Monoglycer is the Admin, he may take a retinue of three Mods and up to 4 Trial Mods, if he is a  Global he may be accompanied by up to two Mods and up to 3 Trial Mods.

Seer Fox (Farseer Hedib'vre Foxilliath)

            Pts Ws Bs S T W I A Ld Sv
Seer Fox x    6  4  3  3 3  5 5 9  4+

Weapons/Wargear: Runes of Witnessessing, Runes of Warding, Father's Spirit Stone, Ghosthelm, Foxilliath Rune Armour, Witchblade, Shuriken Pistol.

Special Rules

Farseer: He is treated as a Farseer in all respects, he may choose up to four psychic powers from the Eldar Armoury each game. He can also elect to take the power Psychic Balls for x points. the power has the folowing profile:
Range: 2D6
Strength: D6
Ap: D6

Father's Spirit Stone: This powerful spirit stone lets Seer Fox use three psychic powers per turn, but to use the third power he must take two psychic tests.

Foxilliath Rune Armour: This suit of Armour grants Seer Fox a 3+ invulnerable save

Disruptor: Seer Fox is a master of creating panic, discord, chaos, and spammage among his enemies. The presence of Seer Fox on the table lets the controlling player make one roll on the Ranger disruption table - See Codex Craftworld Eldar

Rediculosly high opinion of himself: Seer Fox feels that he is the strongest Farseer in the Galaxy, and his aggogance is only matched by his desire to exercise the power he actually has. Seer Fox may re-roll all LD based tests (not psychic tests), and will automatically pass the test if he is forced to fall back without a test taken. also he must always finish his move closer to the enemy, and he mush assault if possible.

~MTWC
« Last Edit: August 25, 2005, 04:23:53 PM by Falhandir »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #3 on: August 24, 2005, 12:10:21 AM »
Adverseries (Rules, Stats Etc. By Rictovarious, Pest Breeds Etc. By Lomendil: Know Thy Foe: Forum Pests)

Troops choice - Spammer Mob

Genus: Spammator - Spammer.
All species of this genus have one thing in common: they post useless nonsense.

PtsWsBsSTWIALdSv
Spammator8223313x6-

Equipment
Spammers carry only hand weapons, as they cannot be trusted with anything else.

Special Rules

Spammers
Spammers get the Spammer Custom Title

Overwhelm
Spammers fight using a vast amount of poorly made attacks, attempting to overwhelm their opponents. At the beginning of each turn, roll a d3 per mob. Each member of that squad gets that many attacks this turn.

Breeds
Spammers appear in many varieties, but three main strains have been identified. You must select a strain for each squad. Mixing is not allowed.

- Spammator Inculpitas - the Innocent Spammer
Spammator Inculpitas is the least of the breeds of Spammer. It sins from ignorance, either not knowing that what it's posting is spam or even not knowing that spam is wrong. It's spam is usually along the lines of irrelevant comments or snippets of useless information. A poor level of literacy is a frequently noted attribute, as is the overuse of emoticons, overuse of exclamation and question marks, and writing in ALL CAPITALS ALL THE TIME.

However, there is little or no malice in their actions, and thus the Inculpitas can often be guided back towards the Light if the time is taken. Spare them your full wrath, for they know not their crimes - instead, try to redeem these wayward and benighted souls with instructive advice as well as admonitions. Have a care though - the juvenile forms of Inculpitas have been known to spontaneously mutate into strains of Inflammator if their actions are criticised.


When an Inculpitas mob comes within 6" of any mod, make a Ld test. If they fail, the player controlling that mod gets control over them. If they succeed, turn them all into Inflammators.

- Spammator Demens - the Crazed Spammer
Demens is an irritating creature. Unlike Inculpitas, the Demens species always spams deliberately. They care not whether spamming is wrong or right, they only care about seeing their own gibberings in print on the forums, as they misguidedly find them amusing. Generally their spam will be inane statements that appear to be poor attempts at absurdist humour, instead only attaining a trite 'wackiness'. Sometimes the Demens will apparently put a great deal of effort into structuring his gibberish, though only rarely do they create something genuinely amusing - in which case it ceases being spam, and merely becomes off-topic. Hence, it is arguable that the spam of the Demens is never funny.

The crimes of Spammator Demens require swift retribution. They have been known to alter their behaviour in the past, to become good posters so as to redeem themselves, thus this chance should always be given them. Equally though, many refuse to change and so these should be destroyed as soon as it becomes evident that no improvement is forthcoming.


Demens must always charge when they get into range, and on the turn they charge, they get d6 attacks, rather than d3 as normal.

- Spammator Turpis - the Foul Spammer
The most grotesque morph of Spammator is the Turpis strain. These Spammers not only know that spamming is wrong, but they do it because it's wrong. They think themselves to be 'daring' because they break the rules. Sometimes they are known as 'brinkers', due to a habit of seeing how far they have to spam to attract moderator wrath.

This breed warrants the harshest recriminations, including public ridicule and humiliation by members and moderators. It will almost always prove necessary to ban a Spammator Turpis for they rarely change their ways. Though the chance is always given to them, it is extremely uncommon for them to take it. Utter eradication is the usual result, with only their corrupt reek remaining to haunt the site for a short time after.


Spammator Turpis are immune to the effects of Spamhunter titles.

Fast Attack- Flamer Mob

Genus: Inflammator - Flamer.
The Inflammator is one who 'flames' other members of the forum, insulting them or what they are saying. Three species are identified:

PtsWsBsSTWIALdSv
Inflammator8223314165+

Squad
Between 3-7 flamers

Equipment
Flamers carry flamers (what do you expect?)

Special Rules

Flamers
Flamers get the Flamer Custom Title

Furious Rage
Flamers are very VERY angry, and get the Furious Charge special rule.

Obscenity
Flamers are not afraid to use foul language, and there opponents are always at -1 Ld and -1 I because of the constant barrage of insults.

Breeds
Flamers appear in many varieties, but three main strains have been identified. You must select a strain for each squad. Mixing is not allowed.

- Inflammator Impetus - the Sudden Flamer
Impetus is usually perfectly docile and peaceable, but out of nowhere it will suddenly take great offence at something someone has posted and reply to it with extreme hostility and insults. Sometimes this will be because the other poster unwittingly hit a 'sore point', other times it is simply because the Impetus has an unpredictable streak of wrath that sometimes bursts out.

Inflammator Impetus is usually easy to deal with. They generally respond well to moderators, or at least not badly, and will cease flaming. But, like dormant volcanoes, one can never be entirely sure when they will next erupt. Some only flame the once and then can control themselves from that time onward, but some cannot. Each sin must be reprimanded individually, more harshly if the Impetus' 'eruptions' increase in frequency. If the Impetus proves unable to control itself and indeed gets worse, then brandings or execution will unfortunately be needed. 'Tis unfortunate for these creatures are otherwise decent members barring this flaw of ire.


The Impetus is unaffected by mod special abilities, until they charge. Then they lose it for the remainder of the battle.


- Inflammator Aegrescorus - the Rising Flamer
Aegrescorus is the most common variety of flamer. They are almost always heated in all their posts. When arguments run between several posts their rage will grow with each reply, until they are openly hurling insult and obscenity at their opponent.

The treatment for Aegrescorus is a full-bodied Modly slap. If that doesn't jolt them into behaving well, the Mod can expect abuse to be directed back at him instead - in which case harder slaps must be administered until the Inflammator Aegrescorus either gives in or is dead. Our redemption rates for Inflammator Aegrescorus are low - most are destroyed after their habits strain our tolerance too greatly.


Aegrescorus are continuously hyped-up, and always charge when in range. They're constant ire drives them to conflict, and they get the Fleet of Foot special rule.

- Inflammator Inanimus - the Mindless Flamer
A particularly moronic pest who delights in randomly insulting members on forums. It will frequently join the forum with that express purpose and flame away until banned. The insults of Inanimus are short and obscene, usually displaying a lack of wit and often of literacy. Inanimus is hated by all, and will attract a great deal of wrath from both Mod and member alike.

Inanimus should be slain on sight, with all trace of their crude drivel purged utterly from the public domain. Only once in a blue moon are they ever given a second chance, so evident is the depth of their corruption. To my knowledge, none have ever taken that second chance. Truly is this a species without any merit other than to serve as a verbal punchbag for acid-tongued members.


Inanimus is unaffected by leadership and mod abilities, but everyone needs only 3+ to hit them, unless it would be lower normally.


Heavy Support - Troll Gang

Genus: Aggravor - Troll.

The Troll is a loathsome being. So inane and devoid of soul is this creature that it spends its time deliberately trying to start flame-wars between other members. Inflammator Impetus is particularly succeptible to the attentions of an Aggravor. Trolls sometimes spam and flame in order to cause flame-wars, making identification of a Troll as seperate from Flamers and Spammers sometimes difficult.


PtsWsBsSTWIALdSv
Aggravor32326422265++

Squad
Between 1-3 trolls

Equipment
Trolls carry big clubs, counting as choppa's

Special Rules

Trolls
Trolls get the trolls Custom Title (does it exist?)

Turn to the dark side
Trolls can attempt to turn an enemy unit over to their side, through a combination of snide comments, blaming others for their misfortune, and general aggravation. The troll squad may forgo it's attacks this turn. Both target and troll make a Ld test, if the troll succeedsa, and the target fails, the target squad becomes yours uintil the end of the game.

Aggravate
All trolls aggravate. All units, friend and foe, within 12" is subject to the animosity rules.

Breeds
Trolls appear in many varieties, but three main strains have been identified. You must select a strain for each squad. Mixing is not allowed.

- Aggravor Pestis - the Pesky Troll
The attempts of this species to cause trouble are usually painfully transparent. But what they lack in subtlety they make up for in annoyance factor, and this quickly attracts hot-heated members.

Aggravor Pestis' games should not be played by normal members, as attention is exactly what he wants. If you flame him, he is fufilled. If you point out that he is a Troll, then his game is spoiled. If you absolutely cannot resist adding your views upon the character of this being, then restrict it to as brief as possible a description of your contempt. By its very nature, Aggravor Pestis is not worthy of life. It should be destroyed, but mercy is a virtue that we indulge. Hence these fools are usually given chances to redeem themselves. So far, none have taken that chance - all have ended up banned into the afterlife.


All flamer squads automatically rally, if within 12" of a Pestis.

- Aggravor Dolosus - the Sly Troll
Dolosus is much more inteligent than the Pestis strain. Dolosus is very subtle in its attempts to cause trouble and is difficult to spot. It employs snidery, condescension, patronization, smugness, sarcasm and other such irritating - but not illegal - mannerisms to infuriate other members. However its flaw is its greed - almost always do these creatures give themselves away by trying to cause trouble all the time. Experienced moderators can spot them. It is important to not let paranoia set in however - the Dolosus strain is extremely rare, so do not ruin peace of mind by trying to find them everywhere.

It is difficult to deal with Dolosus. Sometimes they haven't 'technically' commited a sin, even though the moderators' instincts scream otherwise. Sometimes they must even be allowed to continue their wretched games until they put a foot wrong and can be hauled up for punishment. Once apprehended however, no mercy is shown - Dolosus will at the very least be branded on the spot.


They may prevent modly power aimed at them if they manage to succeed on a Leadership test.



More Secial Characters are likely to be made, and, as always, suggestions, questions and comments are welcome ;).

~MTWC
« Last Edit: August 25, 2005, 01:01:52 PM by Makenshi »
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Kitsune Tsuki

  • Lazerous Penguin
  • Senior Member
  • *****
  • Posts: 2408
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #4 on: August 24, 2005, 12:36:47 AM »
Its back. Again.  its not as funny this time around as I've seen it before. But maybe instead of have hellpistol/laspistol/bolt pistol, why not have it say the pistol weapon of any race(Las for IG, Bolt for Marines(Loyal and Chaos), Splinter for DE, and so on.) Something along those lines at least.

Offline Heretek

  • General Freyberg | Out, damn'd Grot! | Ork Boy
  • Lazerous Penguin
  • Hero Member
  • *****
  • Posts: 5863
  • Country: nz
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #5 on: August 24, 2005, 12:38:58 AM »
Hey Mak, would you mind if I wrote a supplement?

Offline Inquisitor Yoda

  • Small, Green & Spammish: Now with Extra Alcololz
  • Lazerous Penguin
  • Senior Member
  • *****
  • Posts: 3364
  • Where's the damn festive cheer?
    • Original Writings
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #6 on: August 24, 2005, 01:00:47 AM »
Knock yourself out Khemri, the more the better :)

That's right folks, ectoplasm, the force which keeps the sun orbiting around me. Learn it well.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #7 on: August 24, 2005, 01:44:52 AM »
Hey Mak, would you mind if I wrote a supplement?

Sure, but make another thread until this is finished, as it's still a WIP.

~MTWC
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Rasmus

  • The Ratcatcher
  • Ancient
  • Hero Member
  • *****
  • Posts: 33046
  • Country: 00
  • Lost Roads are now found!
    • 40kOnline
  • Armies: Squats
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #8 on: August 24, 2005, 02:10:36 AM »
It is impressive the impression we make and the making we make in times we waste.

Lost Roads - finally released!


YouTube-clip of my Squat army.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #9 on: August 24, 2005, 02:19:15 AM »
It is impressive the impression we make and the making we make in times we waste.

...ok, under normal circumstances that would confuse me, yet right now it's 6am and I've been up all night...

~MTWC
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Just Charles

  • Full Member
  • ***
  • Posts: 477
  • L'enfer, c'est les autres (Sartre)
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #10 on: August 24, 2005, 02:32:05 AM »
It is impressive the impression we make and the making we make in times we waste.

@Rasmus: I hope you don't mind if I inserted that into my signature, do you?
What if you slept?
And what if, in your sleep, you were dreaming?
And what if, in your dream, you went to heaven and there plucked a strange and beautiful flower?
And what if, when you awoke, you had the flower in your hand?
Ah, what then?

It is impressive the impression we make and the making we make in times we waste.

Offline Inquisitor Yoda

  • Small, Green & Spammish: Now with Extra Alcololz
  • Lazerous Penguin
  • Senior Member
  • *****
  • Posts: 3364
  • Where's the damn festive cheer?
    • Original Writings
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #11 on: August 24, 2005, 02:49:29 AM »
I am not confused by that statement, merely bewildered. Care to explain in a way that even I would understand? (Yeah, I'm gonna go insult myself before you do...)

That's right folks, ectoplasm, the force which keeps the sun orbiting around me. Learn it well.

Offline ColonelLindsay

  • Full Member
  • ***
  • Posts: 493
  • Praise be to the God-Emperor
    • The Battle for Thralanx
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #12 on: August 24, 2005, 02:56:57 AM »
well, he just wrote about as many words as rasmus has posts....so in others, a lot of time on your hands (also means he could've been doing something more constructive with his....well, life).
http://www.angelfire.com/theforce/thralanx
Quote
"GW store managers aren't known to be reliable sources..." - Irandura
Hey, I'm finally a Full Member again!!!
Quote
"The only good use of pride is swallowing it." - mrspungebob
98% of the teen population has smoked weed, if you are the 2% that hasn't, put this in your signature.

Offline -Makenshi-

  • I See Stupid People
  • Ancient
  • Hero Member
  • *****
  • Posts: 5256
  • Country: gb
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #13 on: August 24, 2005, 02:57:33 AM »
Jimmy

PtsWsBsSTWIALdSv
Jimmyx4544(5)24292+/5+*

Weapons: See Die-Hard Redneck.

Special Rules

Die Hard Redneck: Jimmy possess almost every known weapon imaginable, as such each shooting and assault phase he may choose to use one of the following weapons:
  • Lascannon
  • Heavy Flamer
  • Heavy Bolter
  • T-L Plasma Gun
  • Plasma Cannon
  • T-L Meltagun
  • T-L Storm Bolter
  • T-L Pulse Carbine
  • T-L Plasma Rifle
  • Railgun (No Submitions Rounds, must stay still to fire)
  • Ion Cannon
  • Psycannon
  • Autocannon
  • Reaper Autocannon
  • Blastmaster (Both Frequencies)
  • Doom Siren
  • T-L Sonic Blaster
  • Splinter Cannon
  • Dark Lance
  • Starcannon
  • Shuriken Cannon
  • T-L Exarch Deathspinner
  • Firepike
  • T-L Wraithcannon
  • Plasma Eldar Missile Launcher
  • Reaper Launcher
  • Vibro Cannon
  • Shadow Weaver
  • D-Cannon (must stay still to fire]
  • Pair Of Power Fists
  • Pair Of Lightning Claws

Mod: Jimmy, despite being a Trial Mod, is counted as a Moderator in all respects.

Custom Title:He who begged to be a moderator: Jimmy used to beg and beg and beg Raine to be a Mod, despite the fact he's now finally a staff member there is still negative stigma due to this. Should an Admin be included in an army containing Jimmy, he will only count as a Trial Mod, having to follow a Mod.

I'll probably edit this later, I'm not 100% happy with it.

I am not confused by that statement, merely bewildered. Care to explain in a way that even I would understand? (Yeah, I'm gonna go insult myself before you do...)

I was talkign to him on MSN and mentioned how I dreaded thinking of the time I'd wasted on this project, what he said was basically saying it's "Amazing the impression we make and the stuff we make when we waste our time".

~MTWC
Quote from: IainC
Because spamming the hotkey for a Deathknight's weapon in WoW is precisely the same as learning to use a sword in real life. That's why when Kendo grandmasters fight, they just stand there shouting keystroke combos at each other.

Offline Karl Eller

  • OMG Laserguns!, Colonel-Commissar
  • Ancient
  • Hero Member
  • *****
  • Posts: 3796
  • This is madness?! THIS IS LINUX!!!
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #14 on: August 24, 2005, 04:14:07 AM »
Hehehe, that's some pretty funny stuff, 'kenshi. Though I'm a bit anoyed that I'm not included... (just kidding :D).

Keep it up!

Eller
"Explain how bad this turbulence will be"
"Oh god! Oh god! We're going to die"
"*over the intercom* Uh, this is your captain speaking, we're going to experience a few minor bumps, then uh... crash!"

Offline Jonik

  • Field Marshal
  • Ancient
  • Hero Member
  • *****
  • Posts: 5192
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #15 on: August 24, 2005, 07:09:23 AM »
Heh, Jimmy's one is funny.
Tolaren 23rd Grenadiers - Jonik's Imperial Guard 'Tale'
Chariots of the Dead - Jonik's Tomb Kings 'Tale'


My BfSP Dwarfs in exchange for your BfSP Goblins! PM me! I'm still looking!

Offline Brother Asreus

  • Brother Captain, Resident Spokesman for Idiots.
  • Ancient
  • Senior Member
  • *****
  • Posts: 2175
  • Closed captioned for the thinking impaired
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #16 on: August 24, 2005, 08:27:58 AM »
Ooh do me next please? I want to be a character! LOL It would be neat for my army. I could have him as an independant character/HQ. Special rules could be something akin to my editing skills for the projects or for Hulls Raven maybe?
« Last Edit: August 24, 2005, 08:31:08 AM by Brother Asreus »


Cthulhu for Pres in 2012!!! Why vote for the lesser of all evils?

Offline Inquisitor Yoda

  • Small, Green & Spammish: Now with Extra Alcololz
  • Lazerous Penguin
  • Senior Member
  • *****
  • Posts: 3364
  • Where's the damn festive cheer?
    • Original Writings
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #17 on: August 24, 2005, 09:08:13 AM »
Ok, here are some new rules for Makenshi, that's right, a fourth set.



Makenshi

Special rules:

The Everchanger:
Seeing as he can never make up his mind about what he will be today you can use him in any way you want with any stat line you care to make up with a limit of 10 on each stat. As for his weapons and wargear that's debatable too so you can use anything from and current codex.



Simple huh? ;D
« Last Edit: August 24, 2005, 09:09:28 AM by Inquisitor Yoda »

That's right folks, ectoplasm, the force which keeps the sun orbiting around me. Learn it well.

Offline Brother Asreus

  • Brother Captain, Resident Spokesman for Idiots.
  • Ancient
  • Senior Member
  • *****
  • Posts: 2175
  • Closed captioned for the thinking impaired
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #18 on: August 24, 2005, 09:18:34 AM »
What about adding this?  Once per turn Makenshi the Everchanger can roll 2D6 to randonly decide what units powers he will have for that turn. IE: Librarian, Farseer, Chaplain, etc...


Cthulhu for Pres in 2012!!! Why vote for the lesser of all evils?

Offline Inquisitor Yoda

  • Small, Green & Spammish: Now with Extra Alcololz
  • Lazerous Penguin
  • Senior Member
  • *****
  • Posts: 3364
  • Where's the damn festive cheer?
    • Original Writings
Re: Codex: 40KOnline (WIP) Mk. 3
« Reply #19 on: August 24, 2005, 09:55:11 AM »
No.

That's right folks, ectoplasm, the force which keeps the sun orbiting around me. Learn it well.

 


Powered by EzPortal