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Somar

+ FRATER DOMUS +
  • Posts

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About Somar

Contact Methods

  • Website URL
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    dirkspair

Profile Information

  • Location
    Florida
  • Faction
    Blood Angels

Previous Fields

  • Armies played
    chaos, nids, blood angels

Somar's Achievements

  1. here my GK brother champion, aka robocop :) http://i837.photobucket.com/albums/zz298/dirkspair/misc%20stuff/012_zpsc4773eef.jpg
  2. Here one of my sternguard i just finished. one of these days i will get some good pix out here :) http://i837.photobucket.com/albums/zz298/dirkspair/blood%20angels/zulu2005_zps938e192d.jpg
  3. Somar

    Somars stuff

    here are a few pix of some of my stuff or battles that took place at my house
  4. here is my spectral Sanguinor. http://i837.photobucket.com/albums/zz298/dirkspair/misc%20stuff/sangfin003.jpg
  5. here is my take on Tycho... http://i837.photobucket.com/albums/zz298/dirkspair/misc%20stuff/CTF001.jpg http://i837.photobucket.com/albums/zz298/dirkspair/misc%20stuff/CTF002.jpg http://i837.photobucket.com/albums/zz298/dirkspair/misc%20stuff/CTF003.jpg
  6. here are some more ideas of mine that you can mull over: chaos sorcerer: equipped with a force sword and combi bolter, force sword gives him a parry, but he can only pump 3 psi points into his sword at one time to modify the CC result. khorne terminators: get one extra CC dice if they initiate close combat. nurgle terminators: you cannot claim sustained fire bonuses when shooting at them. tzeenth terminators: can claim sustained fire bonuses when walking, when no sorcerer is on the board they cannot use command points. slaaneesh terminators: sonic weapons, sonic blaster, as combi bolter when moving, 3 dice when standing still. blast master, something close to a AC. and i was thinking of a new power for the sorcerer maw of mikomey: send a devouring maw down a corridor that eats the first model on a 2+, second one on a 3+ etc till the rest need 6+, it stops when it hits a wall. all surviving models are slimed! (eww) cost: 3 points warp sight: reveal one blip within 12 squares and choose facing of models revealed. cost: 1 point
  7. storm bolter/combi bolter: i would make it simple and keep them the same. SH rules are 40k rules-light and they are similar enough to just translate them into the SH rules as they are melta/flamer combi bolters: meltas get one shot that kills a single target on 3+ on 2 dice (i would say 2+ on one die but it should have a good chance of taking out a brood lord too). flamers get one shot like a heavy flamer, just need 4+ to kill stuff. the bolter part only gets 1 dice , can never jam though. reaper auto cannon: 2dice killing on 5+, sustained fire, no chance to blow up. other then that, same as AC power fist/power weapon: one is faster, the other one more powerful, i suggest keeping them the same. sorcerer powers: i would make one warp time, costs 1 to cast and the sorcerer gets to re-roll all hits (ranged and CC) till his next turn. another one could be aura of terror (or tendrils of the warp or whatever), 2 points to cast, cast on a section with persistent effect, all movement costs are doubled till the beginning of his next turn.
  8. Somar

    space hulk

    my friends and me playing the new space hulk
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