Hey guys, this is my first time posting on this website. I thought up some rules for my Saurus Lord, Kygor. Please tell me what you think. Personally, I think he's overdone, but the final result isn't finished, Thanks! Kygor, Sacred Saurus of the First Spawning M WS BS S T W I A LD 4 8 0 6 5 4 5 6 10 Kro'Gorloq, Father of Grymloq M WS BS S T W I A LD 7 4 0 7 6 5 3 5 5 Kygor special Rules: Cold Blooded, 3+ Scaly Skin, Fear, Unbreakable, Blessings of the Old Ones. Kro'Gorloq Special Rules: Cold Blooded, 3+ Scaly Skin, Terror, Blood-Frenzy, Ultimate Predator, Regeneration. Magic Items: Kygor: Scar-Blade of the First Beast Grants the bearer +1 Strength and +1 Attack. No armour saves are allowed, and each unsaved wound is multiplied into D3 Wounds. At The start of each Combat Stage, Kygor gets D3 extra attacks, which always Hit on a 2+. Scar-Pelt of the First Beast Grants Kygor a 5+ armour save, and adds +1 T. Any enemies that attack him are at -1 to hit and -1 to wound. Child of the Old Ones Grants Kygor a 3+ Ward Save. Any unit that wounds Kygor in close combat suffer D6 Str 5 hits. Kro'Gorloq:Battle Armour of the Beast Grants a +1 armour save. On the turn he charges, he gets +1 attack and +1 strength, and causes D6 Strength 8 impact hits. additional special rules: Ultimate Leader: All friendly units within 12" of Kygor are Stubborn. If Kygor is slain, within 12" must take a panic test. Both: Knowledge of the Jungle: Kygor and Kro'Gorloq treat any jungle terrain as open terrain. Controlled Creature: If Kygor dies, Kro'Gorloq immediatly passes his Monster Reaction test and is subject to frenzy. Hw will never lose his frenzy Blessings of the old Ones: Kygor has been blessed by the following Old Ones: Tepok: +1 dice to the army's power and dispel pool Tzunki: +1 Initiative Quetzl: +1 WS Sotek: +1 attack on the charge Huanchi: +1 Movement Kygor: 0+ armour save, 3+ ward save Kro'Gorloq: 2+ Armour save, Regeneration Modified stats: Kygor: M WS BS S T W I A LD 5 9 0 7 6 4 6 7 10 Kro'Gorloq: M WS BS S T W I A LD 7 4 0 7(8) 6 5 3 5(6) 5
Why make up stats for a character you can never use? Forgive me if I'm ignorant, but this seems a waste of time to me.
Yep, he is overdone. He is basically unkillable. With four wounds and T6, with a -1 to hit and wound and a 1+ AS and 3+ WS he is nigh untouchable. Add in impact hits and the number of attacks this guy has, he can rip through basically any unit with the charge, (or without for that matter). The number of attacks he has he is very overwhelming. And the thing that gives all units with 12" Stubborn, talk about overpowered. For an army that breaks very little already, you basically have made it so nothing will every break. The only thing that saves him from being completely overpowered is the lack of immunity to killing blow. And the mount is about as unkillable as he is. If I had to put a price tag on this guy, probably about 1000+ points. By himself, he could probably destroy an entire army, really nothing can stop him. He will tear up everything that lies in front of him. And he being fairly high movement and you have a lord with no way of dying. And even if you could break him on combat res, you never would, barring him fluffing like none other. Please tone him down. I know everyone loves making powerful characters, but he is much too over the top right now. Lose the regen and the 2+ AS on the Carnosaur for a start.
True that he is overpowered, but I think that with the right point cost he could be playable in a purely friendly for-fun-only match up. I think I would go as far as to put a 1,200 - 1,500 point cost on the guy, which would leave you with one or two unit of saurus and a couple of skirmishing skinks in a 2,000 point game. He is still not invincible, beast cowers would stop the carno, and magic/warmachines might dent his armour... though he is admittedly very tough (p.s. you forgot to give him Magic Resistance 3 ) Ultimately warhammer is a game that allows fantasy to run rampant and guys like you, who show enthusiasm and come up with custom characters (even though unusable in tournaments and such) keep the spirit of the game alive. I can understand skinker's comment that to the casual gamer creating an unofficial character who can never be used in a tournament seems like a waste of time, but then again so is writing background material for your army, giving your character a name, converting models etc... What I am trying to say is that everyone has his own way of experiencing the world that is warhammer, and you my friend, are on the right track. Let us know how Kygor, Sacred Saurus of the First Spawning and his trusted companion Kro'Gorloq do in battle!
Okay first of all, thanks for your feedback. He is overdone, and my friends and I are each making up our own representative characters. We play friendly games, loosen the rules a bit. I think what drove me to max this guy out was the fact that my gaming buddies did the same for their characters. example: an Ork Shaman, S6 T6 W5 A6, with regeneration, and any miscast HE suffers, every model in the enemy army has to suffer it. I just didn't allow it, partly because he never even read the army book. Anyway, thanks, and I'll be posting the improved Kygor soon. :-D
I toned him down a BIT, but there's still room for deprovement? I'm open to any suggestions. Oh, and in reply to Aranigej, I did play a battle with my original Kygor a few weeks ago, and he killed Malekith, the Witch King in one turn of combat. Kro'gorloq didn't even get a chance to attack.Neither did Malekith. Now that's gotta prove that Kygor is overdone. :-D Kygor, Sacred Saurus of the First Spawning M WS BS S T W I A LD 4 7 0 6 5 4 5 6 10 Kro'Gorloq, Father of Grymloq M WS BS S T W I A LD 7 4 0 7 6 5 3 5 5 Kygor special Rules: Cold Blooded, 3+ Scaly Skin, Fear, Unbreakable, Blessings of the Old Ones. Kro'Gorloq Special Rules: Cold Blooded, 3+ Scaly Skin, Terror, Blood-Frenzy, Ultimate Predator. Magic Items: Kygor: Scar-Blade of the First Beast Grants the bearer +1 Strength and +1 Attack. No armour saves are allowed, and each unsaved wound is multiplied into D3 Wounds. At The start of each Combat Stage, Kygor gets D3 extra attacks Scar-Pelt of the First Beast Grants Kygor a 5+ armour save, and adds +1 T. Any enemies that attack him are at -1 to wound. Child of the Old Ones Grants Kygor a 3+ Ward Save. Any unit that wounds Kygor in close combat suffer D3 Str 5 hits, not per wound. Kro'Gorloq:Battle Armour of the Beast Grants a +1 armour save. On the turn he charges, he gets +1 attack and +1 strength, and causes D6 Strength 8 impact hits. Additional special rules: Ultimate Leader: All friendly units within 8" of Kygor are Stubborn. If Kygor is slain, within 8" must take a panic test, regardless of any special rules, at -1 to their Leadership. Units in combat that fail the test will flee, and may be persued as normal. Both: Knowledge of the Jungle: Kygor and Kro'Gorloq treat any jungle terrain as open terrain. Controlled Creature: If Kygor dies, Kro'Gorloq immediatly passes his Monster Reaction test and is subject to frenzy. He will never lose his frenzy Blessings of the old Ones: Kygor has been blessed by the following Old Ones: Tepok: +1 dice to the army's dispel pool, grants Kygor Magic Resistance (2) Tzunki: +1 Initiative Quetzl: +1 WS Huanchi: +1 Movement Kygor: 0+ armour save, 3+ ward save Kro'Gorloq: 2+ Armour save, Modified stats: Kygor: M WS BS S T W I A LD 5 8 0 7 6 4 6 7 10 Kro'Gorloq: M WS BS ST W I ALD 7 4 0 7 6 5 3 5 5
Okay, that is looking much better. I would maybe take out the +D3 attacks with the sword, he already has eight attacks on the charge, does he need another 1-3. You could also drop the ward save to a 4+. That at least allows a possibility of getting more wounds on him. I would turn the unbreakable, into Stubborn. LD10 Stubborn is basically unbreakable, but it makes him a little fairer. All in all, this version looks much better. I would still give him a rather high points cost, but if every other person's character is overpowered than it should be fair. The only reason I say this, is that we did a similar thing in my gaming group. We each made a character and pitted them against each other. Well needless to say, we had three slightly overpowered characters, and one like yours (except the character rode a griffin). We decided to pit the three weaker characters against the overpowered one. They lost, badly. I think we scored about one wound. My character was similar to an Assassin, but it had around 12, low strength shooting attacks, another character was an elf archer that could expand the forest and shoot into close combat and through the forest. The last character was a wizard. However, if everyone's character is overpowered go for it, but I know from experience, the relatively balanced characters will get destroyed, even if teamed up against the overpowered character. But it was fun, regardless of who won, so I say go for it!
Excellent advice, thank you! The system my friends and I have going is that our 'custom characters' take up a Lord and a Rare slot, and instead of deploying at the start of the battle, they appear as reinforcements on a D6 roll. Turn 2 5+, turn 3 4+, turn 4 3+ and on turn 5 they appear automatically. Now, I think Kygor clocks in at around 800-900pts? Including the carnosaur. Does that sound right? We also had quite an interesting idea, where we each make our own character to represent ourselves, based on our talents and weaknesses. My friend for example, can jump very high. To represent this, he has the fly special rule, but since he's scared of heights, he may only fly on the roll of a 4+. I thought this was great fun, and brings a lot more to the game Thanks for all your posts :-D
If we're inventing things I'm having a mecha-stegadon. Titanium plating for a 2+ ward. Giant crossbow is replaced by dual miniguns. And, I'm also gunna go ahead and give him a rohypnol breath attack that means enemies can't actually attack in CC.