7th Ed. Cho’Haukek & Nae-Pam - House Special character

Discussion in 'Lizardmen Discussion' started by venom_x51, Aug 20, 2009.

  1. venom_x51
    Saurus

    venom_x51 New Member

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    Hi all. Just though I've just finished writing up my first special character. I played my first game with him at the weekend (obviously with my opponents consent), which was a good laugh. Thought I'd share for comments;


    Cho’Haukek & Nae-Pam - 235 points

    Nae-Pam
    Deep within the Lustrian Jungles, Nature is left unchecked in a constant arms race against itself. Mutations are the natural order of evolution, a one-upmanship of life trying to survive in an increasingly hostile environment. Most of these freakish mutations are less than beneficial, because no matter how many ways there are of living, there are many more ways of being dead. Most do not survive.
    It was during the hatching of a newly collected batch of eggs that Cho'Haukek discovered one of these mutated creatures. A salamander was hatched with two heads, and twice the temper. Cho'Haukek named the Salamander Nae-Pam, meaning "The Burning Pair".


    Cho'Haukek
    Cho'Haukek is a Skink Handler with the following profile
    M WS BS S T W I A Ld
    6 3 3 3 2 2 4 1 7

    Nae-Pam
    M WS BS S T W I A Ld

    6 3 3 5 5 4 4 4 4
    Scaly Skin 5+, Fear

    Special Rules

    Joining a Hunting Party
    Cho-Haukek and Nae'Pam may join a Salamander hunting party, but may not join other units. Note this is in exception to the rules stating that characters may not join a Salamander Hunting Party. If joining a Salamander Hunting Party, Cho-Haukek will benefit from the Lookout Sir! rule as long as there is at least 1 skink handler remaining. For each Missile hit that hits a Salamander, roll a further D6; On the roll of 1-4 a salamander from the Hunting Party is hit. On a 5-6 Nae'Pam is hit.

    Wizened Handler
    Cho-Haukek is perhaps the most gifted skink handler to arise from the spawning pools for countless generations. His natural gifts have been honed over the ages to a finely tuned empathy with the Salamanders, allowing Cho-Haukek to predict with uncanny accuracy the Salamanders violent mood swings.

    On the roll of a miscast Cho-Haukek must take an Initiative test. If this test is passed Cho-Haukek’s years of experience and quick reflexes allow him to predict the Salamanders rebellious backlash in time to avoid the attack. If the test is failed Cho-Haukek is caught by the blast and suffers a single wound.
    In addition, as long as there are less experience Skink Handlers in the unit, Cho-Haukek will never suffer the result of a miscast; The less experienced handlers have a knack of being in the wrong place at the wrong time and are removed as normal. If there are less skink handlers in the unit than the number of casualties rolled on the D3, Cho-Haukek must take an initiative test as above. Note that Cho-Haukek only ever takes a single initiative test per misfire, and only suffers a single wound for each failed test.

    Argumentative
    Having two heads is not always better than one, especially if you're an ill-tempered beast at the best of times. Nae’Pam’s two heads don’t like each other anymore than they like anyone else. It's a full-time job keeping them from ripping each other apart.

    At the start of the controlling players turn, before charges are declared Cho-Haukek must take a leadership test to keep control of Nae’Pam. If the test is failed Nae’Pam suffers 2 S5 hits as the two heads turn on each other and Nae’Pam may not move or fire for the remainder of that turn. If Cho-Haukek and Nae’Pam have joined a hunting party, the whole unit must wait while Cho-Haukek brings Nae’Pam under control and may not move that turn, although any Salamanders in the hunting party may fire as normal.

    Burninate!
    Being directly in front of Nae'Pam is a dangerous place to be, especially when both heads have their sights on the same target. Nae'Pam can combine the flaming attacks from each head into a concentrated corrosive blast that is capable of dissolving the toughest of armour as easily as it dissolves the warm-blood flesh.

    Nae'Pam may fire 2 breath attacks per turn. These may each be fired at a separate target as per a Salamanders flaming attack, or may be combined into a single, intense blast. Any unit that suffers a wound from this combined concentrated corrosive attack has it's armour value reduced by 1 for the remainder of the game as the concentrated blast eats away at their armour. This effect does not stack.

    Hatred
    Nae’Pam is particularly bad tempered, even for a salamander. Nae’Pam Hates all warm-blooded, living creatures.

    Magic Items

    Arc-Rod of Chak'lor - One Use only
    When it is not needed for battle, the Arc-Rod is placed atop the highest temple spires, where constant tropical storms bombard it with frenzied lightning strikes, charging the Arc-Rod with a crackling blue energy.

    At the start of any close combat phase, Cho-Haukek can unload the Arc-Rod's stored charge into Nae’Pam’s scaly rump driving him into a Frenzy.
     
  2. Cuauhtémoc
    Saurus

    Cuauhtémoc New Member

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    Sounds nice
    I particularly loved the part with two heads.
    However, was it nice playing him? It seems to me he is a little unbalanced...
     
  3. Eternity_Warden
    Terradon

    Eternity_Warden New Member

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    Magical Skink cattle prod of DOOM!!! :bored: :bored: :bored:
     
  4. Eternity_Warden
    Terradon

    Eternity_Warden New Member

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    Wait a second...

    Nae Pam=Napalm!!!

    oh, that's good.... :D :D :D
     
  5. venom_x51
    Saurus

    venom_x51 New Member

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    *I've only used him in the one game so far, but it's a possibility he might be a bit to unreliable. Needs a couple more games play testing on that one really, but it might need Cho'Haukek's Ld increasing from 6 to 7 to give him a bit more chance of keeping Nae-Pam under check form he Augumentative rule.

    But in case you mean imbalanced rather than unbalanced, then no, he didn't seem it really. For 230 points you get essentially 2 salamanders (=150 pts), with hatred and an armour reducing attack, albeit with a chance to be unreliable and fight amongst itself. The initiative test on a misfire is to make up for essentially only having the 1 handler. And if it's not joined to a hunting party, Cho'Haukek's going to get picked off quite quickly from shooting.
     

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