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Eastern Potent
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2,654 Posts
Discussion Starter · #1 · (Edited)
The Carnage King, The blood monger, The herd slayer

M:6
WS:6
BS: 2
S:6
T:5
W:5
I:5
A:6
LD:7
Special rules: Frenzy, Impact hits (D3), Bloodstained fury, Relentless attacker, Insane

Eqipment: Gnarled hide, Many limbed fiend, Bloodslicked armor, Axe of the carnage king,

Bloodstained fury: Such is Grak'thor's monumental bloodlust that he will tolerate no creature other than his equally blood crazed progeny is his presence, as a result Grak'Thor may never join, or be within 3" of a unit that is not Minotaurs, Gorebulls, or a Doombull. If a friendly non Minotaur unit flees or comes into contact with Grak'thor through any means he immediatly makes his full attacks against the unit. These attacks benefit from the Axe of the Carnage king


Relentless attacker: Grak'Thor is a unstoppable force of carnage upon the field of battle, when Grak'thor makes a succesful charge, he inflicts an additonal impact hit, in addition he may never hit an opponent on worse than a 4+, based on weapon skill, if a magic item would make this worse, then it is permitted.

Insane: Grak'thor can never lose his frenzy, nor can a unit of Minotaurs he has joined. However due to his incredible blood-mongering Grak'Thor must take a leadership test at the start of the close combat phase if not in combat, if the test is failed, he makes an immediate attack on any model in base contact. This attack benefits from the Axe of the Carnage king

Axe of the Carnage king: This axe is a great weapon, for every wound Grak'Thor inflicts in close combat, he rolls a die, on the roll of a 5+ he regains a wound lost in the battle, alternatively if he is at full wounds, he may gain one attack for every TWO wounds inflicted. Note, these two effects may take place from the same group of attacks. (I.e Grak'Thor has lost one wound, and inflicts three wounds, he regains one wound, and gains one attack) These wounds cannot carry over however. (If Grak'thor was at full wounds and inflicted a single wound, that wound cannot carry over to another combat phase to add attacks or wounds) NOTE: This does NOT affect stomp attacks or Impact hits

Bloodslicked Armor: Grak'Thors's armour is daubed with copius amounts of of blood before the battle, the Bloodslicked armour provides a 5+ armour save, in addition if Grak'Thor wins a combat, his unit may choose not to pursue a broken enemy, if this option is chosen, Grak'Thor annoints his armor with yet more blood, making him cause terror.

Unyielding Rage: Grak'Thor's rage is relentless, neither gunshot nor sword blow will slow his advance, to represent this whenever Grak'Thor suffers a wound that did not completely by-pass his armour save he may discount the wound on a 5+
Points: 450pts.

Fluff pending
 

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That character sounds like it would cause a tonne of destruction, I think some people might think that some of the things you choose like together make it almost impossible to beat you, but it looks good to me.
 

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Eastern Potent
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Discussion Starter · #3 ·
Haha, not really, no ward save and not so good armor means that a lucky shot will take him down, or even a character.
 

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Why don't you give him a ward save and/or better armor then so that a character or just one lucky shot won't be able to take him down? Then he would be a beast! :D
 

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Dark Knight
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there is only 2 thing l see that can be taken badly,

1. Bloodstained fury:
or be within 3" of a unit that is not Minotaurs, Gorebulls, or a Doombull. now what whould happen if a unit under a froce move (aka though a spell or fleeing) is within 3" of him?

2.Axe of the Carnage king
Getting one wound back each time is bit to much l whould say roll a dice of each wound and on a 5+ he get the wound or if he is at full the attack. because my guess is he also has tunderstomp which whould mean he gets 2d6 S:6 hits on the trun you charge and on top of your normal attacks is a bit over kill (agiest most inf that is 10 people dead on avrage the trun he charges on and if he is in a unit of minos he may still have full wounds meaning he now gets an extra 5 attacks)
 

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Eastern Potent
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2,654 Posts
Discussion Starter · #6 ·
there is only 2 thing l see that can be taken badly,

1. Bloodstained fury:
or be within 3" of a unit that is not Minotaurs, Gorebulls, or a Doombull. now what whould happen if a unit under a froce move (aka though a spell or fleeing) is within 3" of him?

2.Axe of the Carnage king
Getting one wound back each time is bit to much l whould say roll a dice of each wound and on a 5+ he get the wound or if he is at full the attack. because my guess is he also has tunderstomp which whould mean he gets 2d6 S:6 hits on the trun you charge and on top of your normal attacks is a bit over kill (agiest most inf that is 10 people dead on avrage the trun he charges on and if he is in a unit of minos he may still have full wounds meaning he now gets an extra 5 attacks)


All good points, I already thought of the first one, and good Idea, I will incorporate the second. For the Bloodstained fury, I thought this, if a unit ever flees, or through any other means comes into contact with Grak'Thors unit, he immediatly makes his attacks against the unit, the unit then flees through Grak'Thor as normal.


Changes have been made
 

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Eastern Potent
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2,654 Posts
Discussion Starter · #8 ·
Actually no, I think im going to change one last thing, the axe does not affect stomp attacks or impact hits. and I think that should just about clear him up
 

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Eastern Potent
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2,654 Posts
Discussion Starter · #9 ·
Why don't you give him a ward save and/or better armor then so that a character or just one lucky shot won't be able to take him down? Then he would be a beast! :D

Well the reason for that is, I dont want to just make an uber character, it wouldnt be fun, I think he is fine as is, he will take some experimenting to be sure, but it would be kind of pointless to just make him the best at everything
 

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That is very true. Well with the new improvements you made, I am sure he will be just fine. Try using him in a game and let me know how it goes :)
 
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