Fast AttackFlame Hunters | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Flame Hunter | x | 4 | 4 | 3 | 3 | 1 | 3 | 1 | 7 | 5+ |
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 RulesFlame 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 | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Full Member | x | 4 | 4 | 3 | 3(4) | 1 | 4 | 1 | 8 | 4+ |
Senior Member | +x | 4 | 5 | 3 | 3(4) | 1 | 4 | 1 | 8 | 4+ |
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 RulesBikes: They have any/all of the Special Rules of the bike they choose in addition to the bonuses above.
Heavy SupportSpam Killers | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Spam Killer | x | 3 | 5 | 3 | 3 | 1 | 3 | 1 | 7 | 4+ |
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 RulesSpam 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 CrashThe Server Crash functions in the same way as the Orbital Strikes etc. that the Inquisition uses. It uses the following Profile/Special Rules:
Rng | S | Ap | Type |
- | 7 | 5 | Special 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 TitlesAny 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
ArmouryCharacter may choose to take their armoury allowance from any one Codex (counting supplements as separate Codexes) and/or from the specialist armoury below.
WeaponsBanhammer: 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.
Wargearüber 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 CharactersRasmus | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Rasmus | x | 8 | 6 | 3 | 3 | 4 | 8 | 4 | - | - |
Weapons/Wargear: Banning Blades, A Pair Of Harlequin Kiss', Holo Suit, Flip Belt, Mask Of Fear, über Red Stars.
Special RulesAdmin 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.
| Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
MTWC | X | 6 | 4 | 3 | 3 | 3 | 6 | 3 | 8 | 4+- |
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)
| Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Makenshi, The White Cloud | x | 7 | 5 | 3 | 3 | 3 | 7 | 3 | 9 | 4+ |
Weapons/Wargear: Slapping Stick, über Green Stars, Chitin (Carapace) Armour, Bolt Pistol.
Special RulesCustom 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 | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
swordwind12 | x | 5 | 5 | 3 | 4 | 3 | 5 | 2 | 9 | 4+ |
Weapons/Wargear: Shadow Blade,
Shadow Rune Armour, Runes Of Warding And Witnessing.
Special RulesFarseer: 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 | Pts | Ws | Bs | S | T | W | I | A | Ld | Sv |
Falhandir | x | 4 | 4 | 5 | 5 | 3 | 4 | 3 | 9 | 3+ |
Weapons/Wargear: Peck Staff,
Veil Of Turkeys, Resurrection Orb.
Special RulesNecron 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