Stat cards for fourm members,becuase it might be fun.
Moderators: warman45, Rev. Sylvanus
- pesgores
- The Dear Leader
- Posts: 2886
- Joined: Wed Feb 06, 2008 5:47 am
- Location: Looking for baseplates
NAME- Persogoras
CP COST- 25
SKILL- 3d6
ARMOR- 2d10
ABILITIES
-Persogoras can use his action to kill a dimmy, without die rolls.
-Persogoras can spawn in any part of the battlefield when he wants to.
-Persogoras only has 1d6 and 4 Armor against Piltogg.
CP COST- 25
SKILL- 3d6
ARMOR- 2d10
ABILITIES
-Persogoras can use his action to kill a dimmy, without die rolls.
-Persogoras can spawn in any part of the battlefield when he wants to.
-Persogoras only has 1d6 and 4 Armor against Piltogg.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"

- 501stCadians
- Galidor

- Posts: 1068
- Joined: Fri Feb 15, 2008 3:35 pm
- Location: Kingston, Ontario, Canada
- Contact:
- warman45
- Cannon Fodder
- Posts: 468
- Joined: Mon Nov 24, 2008 10:52 pm
- Location: missisauga ontario (GTA!!)
- Contact:
warman45:
cp 56
skill:4d6-explanation: (the equivalent of building a thermonuke) which i can breifly explain: using electrolosis (pulsing electricity through water) create heavy water. this will allow you to produce nuclear reactions without the big boom or mass death. thereby enriching the uranium. then surround uranioum in home made explosive and stand back (way back)
move "7" (he runs usually) "35" (if he uses his jetpack)
armour +1 (good agillity(hard to hit))
gear: jetpack, bolter like weapon (like from warhammer 40k),
1 longsword, 2 short swords, numerous gadjets and givemoes, (and grenades)
Abillities: orbital bombardment (calls a strike from the heavens to bring about hell (has a computerised eye piece allowing him to see the impact zone of shells before they hit allowing him to fight during a bombardment.(all other units (friendly or not) roll a die on a 5 or 6 they die (this includes vehicles))) available every 5 turns
Armoured reinforcements (calls on 3 tanks only available once)
Cold hearted son of a B*tch: (his policy is "armour means don't get hit" but when he is hit he turns into a fracking ZOMBIE!!! (quote from commander hays) basically becomes completely resiliant to damage for 1 turn. on all following turns he gains +1 armour (he doesn't care and is so enraged to the point where flesh wounds don't hurt him) this ability is a 1 time perminent ability that continues from his first wound till he dies or wins.
overview:
cp 56
skill 4 d6
move "7" "35" with jetpack
armour +1
gear jetpack,bolter,longsword,2 shortswords
abillities orbital bombardment, tank division, cold heartesd son of a b*tch
(note that orbital bombardment is the best but it can effect anyone (backfires))
cp 56
skill:4d6-explanation: (the equivalent of building a thermonuke) which i can breifly explain: using electrolosis (pulsing electricity through water) create heavy water. this will allow you to produce nuclear reactions without the big boom or mass death. thereby enriching the uranium. then surround uranioum in home made explosive and stand back (way back)
move "7" (he runs usually) "35" (if he uses his jetpack)
armour +1 (good agillity(hard to hit))
gear: jetpack, bolter like weapon (like from warhammer 40k),
1 longsword, 2 short swords, numerous gadjets and givemoes, (and grenades)
Abillities: orbital bombardment (calls a strike from the heavens to bring about hell (has a computerised eye piece allowing him to see the impact zone of shells before they hit allowing him to fight during a bombardment.(all other units (friendly or not) roll a die on a 5 or 6 they die (this includes vehicles))) available every 5 turns
Armoured reinforcements (calls on 3 tanks only available once)
Cold hearted son of a B*tch: (his policy is "armour means don't get hit" but when he is hit he turns into a fracking ZOMBIE!!! (quote from commander hays) basically becomes completely resiliant to damage for 1 turn. on all following turns he gains +1 armour (he doesn't care and is so enraged to the point where flesh wounds don't hurt him) this ability is a 1 time perminent ability that continues from his first wound till he dies or wins.
overview:
cp 56
skill 4 d6
move "7" "35" with jetpack
armour +1
gear jetpack,bolter,longsword,2 shortswords
abillities orbital bombardment, tank division, cold heartesd son of a b*tch
(note that orbital bombardment is the best but it can effect anyone (backfires))
<img src="http://www.heresy-online.net/daemons/ad ... /24408.gif" alt="Broken Adoptable Image"><br><a href="http://www.heresy-online.net/daemons/le ... gurath.htm" title="Level up this Daemon!">Level up Adoptable!</a>
Arkbrik
Size: 1
Move: 5"
Skill: D6
Armor: D10
Weapons: Turkey leg (random object)
Specialties:
Iron Stomach
Arkbrik cannot be harmed by anything he eats.
Cost: 7 CP
If I feel like it I might take a picture later.
Size: 1
Move: 5"
Skill: D6
Armor: D10
Weapons: Turkey leg (random object)
Specialties:
Iron Stomach
Arkbrik cannot be harmed by anything he eats.
Cost: 7 CP
If I feel like it I might take a picture later.
Last edited by Arkbrik on Tue Dec 02, 2008 10:25 am, edited 1 time in total.
Nïflkkøyäh
Skill: 3d20
Move: 8", 86" when using God Powers
Armor: 3d20
Cost:
Size: ?
Arctic Master:(+8 cp)
When in the arctic, Nïflkkøyäh recieves +1d8 on Skill and Armor
Sacred Arctic Vikaxian 8's and 6's:(+6 cp)
8's and 6's are critical succeses on any dice to Arctic Vikaxians
God Powers of Rage:(+86 cp)
Using up five full turns, Nïflkkøyäh may use god powers of ice, electricty and dragons in a full fledge rage. He gets 5d20's for both skill and armor plus can control ice and elecrticty and all dragons or draconic beings that are his allies get +6d6 for skill, move, and armor. +8d6 if from Vivviaridial
Northern Alliance Rally:(+18 cp)
If all the members of Nïflkkøyäh's army if part of the Northern alliance, then everyone on his team gets +2d6 skill and armor.
CC Weapon Master:
Uses CC and thrown weapons only. +1d6 CC bonus to S
(Will be finished later)
Skill: 3d20
Move: 8", 86" when using God Powers
Armor: 3d20
Cost:
Size: ?
Arctic Master:(+8 cp)
When in the arctic, Nïflkkøyäh recieves +1d8 on Skill and Armor
Sacred Arctic Vikaxian 8's and 6's:(+6 cp)
8's and 6's are critical succeses on any dice to Arctic Vikaxians
God Powers of Rage:(+86 cp)
Using up five full turns, Nïflkkøyäh may use god powers of ice, electricty and dragons in a full fledge rage. He gets 5d20's for both skill and armor plus can control ice and elecrticty and all dragons or draconic beings that are his allies get +6d6 for skill, move, and armor. +8d6 if from Vivviaridial
Northern Alliance Rally:(+18 cp)
If all the members of Nïflkkøyäh's army if part of the Northern alliance, then everyone on his team gets +2d6 skill and armor.
CC Weapon Master:
Uses CC and thrown weapons only. +1d6 CC bonus to S
(Will be finished later)
will not work..warman45 wrote:using electrolosis (pulsing electricity through water) create heavy water. this will allow you to produce nuclear reactions without the big boom or mass death. thereby enriching the uranium. then surround uranioum in home made explosive and stand back (way back)
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes
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HVNSNT SOLDIER
- Hero
- Posts: 63
- Joined: Sat Aug 09, 2008 2:43 pm
- Location: Earth
HVNSNT SOLDIER
Skill: 3d6
Move: 8 Inches
Armor: 3d6
Weapons:
ChainLance: Large lance with chainsaw blade that has been purified and maintained by the inquisitorial priests. Does 2d6 damage. On Critical hit (6,6) the target is rended in half, killing them instantly.
Master Crafted AMG-SR Gyro Gun: He was trained to modify and maintain his weaponry by the Inquisitorial forgemasters. Any failed attacks with the gun may be rerolled, but the new rolls must be taken even if they are worse than before.
Special Rules:
Holy Fighter: HVNSNT SOLDIER loaths anything corrupted or daemonic in any way. Does +2 damage to all undead units and +4 damage to all daemonic units.
True Grit: Trained in the arts of assult and close combat, HVNSNT SOLDIER has the ability to hold all guns larger than a pistol in one hand and still use them normaly. He may not gain any charge bonuses however, due to the clunkiness of most long range weaponry.
Armor of God: So venerated and allied to God, HVNSNT SOLDIER dawns the holy armor of biblical history. Modified for the sake of futuristic warfare, he spreads his righteous fury through the stars. The armor grants HVNSNT SOLDIER an extra 1d6 to his armor roll. On Critical rolls (6) when defending, the attacker takes 1 wound for each 6 rolled.
Righteous Fury: HVNSNT SOLDIER will work himself into a frenzied fury when he sights the enemy, and charge the lines in a blinding light of holy fury, no matter how suicidal the assult may be. Anytime HVNSNT SOLDIER charges, he gains +2 damage the first round of close combat. When charging a Hero or Heroic Unit (Hero w/ bodyguards), he gains +4 to his attack.
Skill: 3d6
Move: 8 Inches
Armor: 3d6
Weapons:
ChainLance: Large lance with chainsaw blade that has been purified and maintained by the inquisitorial priests. Does 2d6 damage. On Critical hit (6,6) the target is rended in half, killing them instantly.
Master Crafted AMG-SR Gyro Gun: He was trained to modify and maintain his weaponry by the Inquisitorial forgemasters. Any failed attacks with the gun may be rerolled, but the new rolls must be taken even if they are worse than before.
Special Rules:
Holy Fighter: HVNSNT SOLDIER loaths anything corrupted or daemonic in any way. Does +2 damage to all undead units and +4 damage to all daemonic units.
True Grit: Trained in the arts of assult and close combat, HVNSNT SOLDIER has the ability to hold all guns larger than a pistol in one hand and still use them normaly. He may not gain any charge bonuses however, due to the clunkiness of most long range weaponry.
Armor of God: So venerated and allied to God, HVNSNT SOLDIER dawns the holy armor of biblical history. Modified for the sake of futuristic warfare, he spreads his righteous fury through the stars. The armor grants HVNSNT SOLDIER an extra 1d6 to his armor roll. On Critical rolls (6) when defending, the attacker takes 1 wound for each 6 rolled.
Righteous Fury: HVNSNT SOLDIER will work himself into a frenzied fury when he sights the enemy, and charge the lines in a blinding light of holy fury, no matter how suicidal the assult may be. Anytime HVNSNT SOLDIER charges, he gains +2 damage the first round of close combat. When charging a Hero or Heroic Unit (Hero w/ bodyguards), he gains +4 to his attack.
Last edited by HVNSNT SOLDIER on Tue Dec 02, 2008 7:10 pm, edited 2 times in total.
When cities burn and armies turn to flee in diseray
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
- Blitzen
- Distinguished Owner of the English Language

- Posts: 1727
- Joined: Tue Jan 01, 2008 5:17 pm
- Location: Toronto, Ontario, Canada
- Contact:
HVNSNT SOLDIER wrote:Armor of God: So venorated and allegic to God, HVNSNT SOLDIER dawns the holy armor of biblical history. Modified for the sake of futuristic warfare, he spreads his righteous fury through the stars. The armor grants HVNSNT SOLDIER an extra 1d6 to his armor roll. On Critical rolls (6) when defending, the attacker takes 1 wound for each 6 rolled.

Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
-
HVNSNT SOLDIER
- Hero
- Posts: 63
- Joined: Sat Aug 09, 2008 2:43 pm
- Location: Earth
Don't worry, fixed it! Meant Allegic to be taken as Allied, not Allergic. LOL!
When cities burn and armies turn to flee in diseray
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
Jaye Tea
class:hero
speed:5"
armor:1d6+1
skill:1d6+1d4+3 (I like D4s)
gear: Ak-47, Hummer, swiss army knife, most importantly a nice supply of MREs.
specialty:
Insane Luck: Once, flipped a coin and got tails ten times consecutively.
Honorable: When this hero's army is reduced to less than half roll a d4 on 1 or 4, up to ten of the enemies figs, realize that this hero helped them in a past life, and now feel they owe him, so they join him. as a complication of this special ability, this hero cannot do anything deemed overly dishonorable.
class:hero
speed:5"
armor:1d6+1
skill:1d6+1d4+3 (I like D4s)
gear: Ak-47, Hummer, swiss army knife, most importantly a nice supply of MREs.
specialty:
Insane Luck: Once, flipped a coin and got tails ten times consecutively.
Honorable: When this hero's army is reduced to less than half roll a d4 on 1 or 4, up to ten of the enemies figs, realize that this hero helped them in a past life, and now feel they owe him, so they join him. as a complication of this special ability, this hero cannot do anything deemed overly dishonorable.
Glory be to the Bomb, and to the Holy Fallout. As it was in the beginning, is now, and ever shall be. World without end. May the Blessings of the Bomb Almighty, and the Fellowship of the Holy Fallout, descend upon us all. This day and forever more. Amen!

