Nareik123: Isaac Clarke actually finished!

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Nareik123
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Heavy Weapon Team

Post by Nareik123 » Tue May 13, 2008 2:56 am

Image

Heavy Weapon Team

Name: Heavy Weapon team
Age: 20+
Height: Variable
Weight: Variable
Eyes: Variable

Stats:
Str: 12 (+1)
Dex: 12 (+1)
Con: 12 (+1)
Int: 10 (+2)
Wis: 10 (+0)
Cha: 10 (+0)
Cost: 6

BAB: 3
BDB: 3
Initiative: 1
Cost: 12

Saves:
Toughness: +7 (+6 Protection)
Fortitude: +1 (+1 Con)
Reflex: +1 (+1 Dex)
Will: +0 (+0 Wis)
Cost: 10

Skills:
Disguise 1 (+1)
Knowledge: Civics 1 (+1)
Profession: Soldier 1 (+1)
Cost: 3

Feats:
Accurate attack
Elusive target
Equipment 1
Minion 4 (Guardsman)
Cost: 7

Powers:
Device 2 [Lasgun] (Hard to lose) (8pp)
Blast 3, Autofire


Melee attack (Strike 2 (Mighty)) (3pp)

Sandbags (Protection 6) (6pp)

Can have one of the following devices.

Device 4 [Heavy bolter] (Hard to lose)
Blast 5, Autofire 2.
Flaw: Crew (-1pp)
Cost: 16pp

Device 4 [Lascannon] (Hard to lose)
Blast 9. Improved range
Flaw: Crew
Cost: 16pp

Device 5 [Auto cannon] (Hard to lose)
Blast 7, Autofire. Improved range
Flaw: Crew
Cost: 20pp

Device 5 [Mortar] (Hard to lose)
Blast 4, Burst 3, Indirect, Improved range 2
Flaw: Crew
Cost: 20pp

Device 4 [Rocket Launcher] (Hard to lose)
Blast 8, Improved range.
Alternate power: Blast 4, Burst 2.
Flaw: Crew
Cost: 16pp

Equipment:
Binoculars

Minion:
The Guardsman will benefit from improved Protection by the sandbags.
The Guardsman now has protection 6.

Costs: Abilities (6) + Combat (12) + Saves (1) + Skills (3) + Feats (7) + Powers (33-37pp) - Drawbacks (00) = 62-66pp.

Designers Notes

Probably the most important Guardsmen in the squad. As you can see, these bad boys carry the fire power that can put the squad to shame, also boasting increased protection. With any Guardsman able to crew a heavy weapon, this team will most likely, and should, remain alive as long as possible.

The heavy bolter is primary anti infantry, with poor anti tank. The Lascannon is the opposite, nasty anti tank but its single shot makes it lacking against infantry. The Autocannon is a nice hybrid, reasonable strength with Auto fire. (Observant users will notice Daniel Grey, my SAS veteran in the ATES, also has an auto cannon. However, that is different and not related to 40K in any way) The missile launcher is versatile and cheap, but not as effective as the other weapons in its main role. The mortar is more of an infantry support weapon, with its ability to kill multiple people at once without needing to see them.
Last edited by Nareik123 on Wed May 14, 2008 3:27 pm, edited 2 times in total.

the bane
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Post by the bane » Tue May 13, 2008 5:18 am

Minion 4 (Guardsman)

As a base gives you 60PPs to build the crew. If I read the Minion Feat right...

That means 1 60pp man or
2, 30pp Guardsmen or
5, 6pp Guardsmen or
10, 1pp Guardsmen...

<EDIT> Then again, if it goes up by one level of the Time Scale, don't you use one rank of that Feat to the increase?? </EDIT>

Not near enough to buy a base cost soldier. Can you explain where I am going wrong here? I don't seem to understand something, considering my newbness to MnM. Thanks,

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Post by FinalEclipse » Tue May 13, 2008 5:42 am

the bane wrote:Minion 4 (Guardsman)

As a base gives you 60PPs to build the crew. If I read the Minion Feat right...

That means 1 60pp man or
2, 30pp Guardsmen or
5, 6pp Guardsmen or
10, 1pp Guardsmen...
For Minion, I'm pretty sure you can't go below 15pp/rank of feat per minion. However, you can do this:

Minion 7 (10 60pp guardsman - 4 ranks for minions PP, 3 for progression.)
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Post by Nareik123 » Tue May 13, 2008 10:54 am

Yes, you read right. The crew is the main character and a minion to help him "crew" the gun. Any Guardsman can crew a heavy weapon team, so even if the operator dies, the others can jump on. Pretty much recommended.

Next up, Dark Eldar! (Bet nobody expected them!)

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Post by Nareik123 » Tue May 13, 2008 3:16 pm

IMPORTANT!

From now on, my list of to-do builds will be listed on the first post of the thread.

I am still taking requests for any type of character. (Not just warhammer 40,000) However, if it is from a comic background, can i please have a little info on whom they are?

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Post by AmericanYeti » Tue May 13, 2008 5:03 pm

I like the Heavy Weapon Squad, but I have one thing to ask. Why did you make the Heavy Bolter Blast 5? An assault rifle is Blast 5, and the Heavy Bolter is a mighty dealer of explosive-tipped death! Just something to think about.
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Post by Nareik123 » Wed May 14, 2008 9:56 am

Why? I am trying to keep the Blast rank to the equivalent of the table top weapon strength. Unfortunately, I doubt the Imperuim of mankind has ever heard of an assault rifle. :P

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Post by blood_kite » Wed May 14, 2008 12:12 pm

Nareik123 wrote:Why? I am trying to keep the Blast rank to the equivalent of the table top weapon strength. Unfortunately, I doubt the Imperuim of mankind has ever heard of an assault rifle. :P
"What are these tiny things? What? Bullets? Bah, I've got toothpicks bigger than these things!"

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Post by Nareik123 » Wed May 14, 2008 2:10 pm

Added the Heavy weapon picture. Working on the Dark Eldar Warrior.

EDIT: Design notes for the Heavy Weapon team completed. I will be-renaming the thread for the Dark Eldar. Probably: Pillage and Slave!

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Post by Minister » Wed May 14, 2008 3:41 pm

Nareik123 wrote:Why? I am trying to keep the Blast rank to the equivalent of the table top weapon strength. Unfortunately, I doubt the Imperuim of mankind has ever heard of an assault rifle. :P
Autogun? When you need sustained fire, there's no better tradeoff of reliability and cost against effectiveness than the M.40 Armageddon pattern (the Necromunda pattern lasgun, whilst it does have a formidable rate of fire, sacrifices far too much of the reliability that makes the lasgun the Imperium's first weapon. The least said about the Lasburst Twin the better, as it's frankly a showoff weapon rather than a reliable implement of war).

Nareik123
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Post by Nareik123 » Thu May 15, 2008 8:12 am

Aside from the Autogun.

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Dark Eldar

Post by Nareik123 » Thu May 15, 2008 2:57 pm

Image

Dark Eldar Warriors

Name: Dark Eldar Warrior
Age: 50+ years
Height: Variable
Weight: Variable
Eyes: Variable

PL: 3

Stats:
Str: 10 (+0)
Dex: 14 (+2)
Con: 10 (+0)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 10 (+0)
Cost: 4

BAB: 4
BDB: 4
Initiative: 2
Cost: 16

Saves:
Toughness: +2 (+2 Protection)
Fortitude: +1 (+1 Con)
Reflex: +3 (+2 Dex)
Will: +1 (+0 Wis)
Cost: 2

Skills:
Acrobatics 1 (+3)
Disguise 1 (+1)
Knowledge: Civics 1 (+1)
Profession: Raider 1 (+1)
Stealth 1 (+3)
Cost: 5

Feats:
Accurate attack
Ambi Dexterous
Evasion
Fast overrun
Move by action
Cost: 5

Powers:
Device 3 [Splinter rifle] (Hard to lose)
Blast 4 (Extra: Autofire)

Blade (Strike 3)

Mesh Armour (Protection 2)
Cost: 20

Costs: Abilities (4) + Combat (16) + Saves (2) + Skills (5) + Feats (5) + Powers (20) - Drawbacks (00) = 42

Designer Notes

The Dark Eldar are not known for their toughness. The Dark kin are a mobile raiding force, capable of jumping out of a transport, gunning everybody down, taking prisoners than fleeing. This is why I have a raider in the first mission. A straight shoot out will mean the Guard should win hands down, especially since the Guard will be totting an Auto cannon to lay waste to all. Otherwise, a simple squad of lightly armoured raiders.

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Post by Sidious » Thu May 15, 2008 9:02 pm

woot! DE one of my favorites even if they have wet toilet paper for armor.

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Post by Nareik123 » Fri May 16, 2008 9:41 am

Name: Dark Eldar Sybarite
Age: 55+ years
Height: Variable
Weight: Variable
Eyes: Variable

PL:

Stats:
Str: 10 (+0)
Dex: 14 (+2)
Con: 10 (+0)
Int: 12 (+1)
Wis: 10 (+0)
Cha: 12 (+1)
Cost: 6

BAB: 4
BDB: 4
Initiative: 2
Cost: 16

Saves:
Toughness: +2 (+2 Protection)
Fortitude: +1 (+1 Con)
Reflex: +3 (+2 Dex)
Will: +1 (+0 Wis)
Cost: 2

Skills:
Acrobatics 1 (+3)
Disguise 1 (+1)
Knowledge: Civics 1 (+1)
Profession: Raider 1 (+1)
Stealth 1 (+3)
Cost: 5

Feats:
Accurate attack
Ambi Dexterous
Equipment: Dark Eldar Raider
Evasion
Fast overrun
Leadership
Minions 9 (Dark Eldar Warriors)
Move by action
Cost: 16

Powers:
Device 3 [Splinter Cannon] (Hard to lose)
Blast 5 (Extra: Autofire)

Blade (Strike 3)

Mesh Armour (Protection 2)
Cost: 20

Costs: Abilities (6) + Combat (16) + Saves (2) + Skills (5) + Feats (16) + Powers (20) - Drawbacks (00) = 42

Designers notes

The Dark Eldar Sybarite is basically the Dark Eldar squad sergeant. Unlike the Guard sergeant, he is better in war than his brethren as he carries a bigger gun. Also, he packs a Raider as standard, something the Guard can only dream off. What he and his lacks is fire power, a lot of it. The Guard have heavier weapons.

The Sybarite is not finished, he requires the Raider to be completed.

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Post by TheFinalSon » Sat May 17, 2008 12:10 pm

Actually, lasguns being pathetic “flashlights” is a common misconception, and a joke that people like to perpetuate, but it's not really true. Lasguns actually cause way more damage than your typical, modern-day slug-throwing projectile gun, a single lasgun hit would do about as much damage as say, an entire brief volley from a high-powered fully-automatic weapon, or a very small explosive charge. To quote from the TV Tropes Wiki, “Even the standard issue Imperial Guardsman's lasgun, one of the weakest weapons in the setting, is capable of blowing off heads and limbs with a single shot. Considered weak because the average footsoldier in the setting is either wearing an absurdly huge suit of armour made of future ceramics/living metal/enormous rusted steel plates held together by bolts and belief, or won't even notice a mere lost head or limb.”
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