>In the grim darkness of the 41st millennium, there is only war.
-First to level 5 conquers the galaxy.
-Level gained for killing same level player. 1 wound added per level.
-You must attack the person who attacked you until someone dies. 1v1 battles only.
-LV, attacks, wounds go in each post.
-Wounds return after each battle.
-Start with 2 base wounds, 2 attacks.
-2d100 for attacks, 60+ is a hit.
-Dubs/trips, two wounds.
-0/100 instant kill.
----Factions----ver.4
>Chaotic Sorcery
Chaos: Even # attacks that hit deal two wounds, odd # attacks that hit deal one wound to yourself instead.
>The Emperor Protects
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
>Prophetic Visions
Eldar: If your attack is -35 or +70, ignore all enemy hits. You only attack once per turn. Can not be instant-killed.
>DAKKA, DAKKA, DAKKA
Ork: +2 attack dice per turn, you take hits on +45
>Endless Swarm
Tyranid: +1 wound per level, you take two extra hits from +80 rolls. Level one = 2 wounds.
>Living Metal
Necron: Any round enemy misses all attacks, regen 1 lost wound. You only hit on +70
----------
Each post:
>Name
>Faction / Faction rule
># LV/ #Atk/ #Wound
----Strongest of All----
1. Shouta' Boss - Ork - LV 2
(I will try to run a new thread everyday until players stop joining.)
Chaos Lord Vrek
Chaos: Even # attacks that hit deal two wounds, odd # attacks that hit deal one wound to yourself instead.
LV 1/ 2a/ 2
Ready for challenge.
Rolled 54, 15 = 69 (2d100)
>>509009
Ahabash Mekhem
Necron: Any round enemy misses all attacks, regen 1 lost wound. You only hit on +70
lvl1 a2/w2
"I will end you, human."
Rolled 31, 60 = 91 (2d100)
>>509100
Chaos Lord Vrek
Chaos: Even # attacks that hit deal two wounds, odd # attacks that hit deal one wound to yourself instead.
LV 1/ 2a/ 2w
>>509105
(I think tyranid is still fucked.)
Chaos Lord Vrek
Chaos: Even # attacks that hit deal two wounds, odd # attacks that hit deal one wound to yourself instead.
LV 2/ 2a/ 3w
Rolled 86, 78 = 164 (2d100)
>>509105
I am killed! But i will try to take you with me! And fail miserably!
Rolled 100, 50 = 150 (2d100)
>>509110
Oh wow, that worked. Shame it dosen't count, anyway.
>>509109
What do you mean?
Tyranid Mawloc
+1 wound per level, you take two extra hits from +80 rolls. Level one = 2 wounds.
lvl1 a2/w2
The Mawlock bursts from the ground under Lord Vrek!
>>509112
Lord vrek looks down in confusion at the massive spike now sticking through his chest before the gods drag away his soul.
Instant kill.
(Damn!
Just realized anyone rolling 80+ hits for 3 wounds, should probably drop it down to 1 extra hit)
>>509113
(Yep, hitting for 3 wounds is too strong, even if tyrainids have more wounds. Maybe at higher levels 3 wounds would be ok.)
Tyranid Mawloc
+1 wound per level, you take two extra hits from +80 rolls. Level one = 2 wounds.
lvl2 a2/w4
Rolled 27, 17 = 44 (2d100)
>>509112
Guardsman Toh
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
Lv1/ 2a/ 2w
Guardsman toh attacks mawloc.
>>509114
(Yeah, change rule to 1 extra hit tonight. )
Rolled 38, 41 = 79 (2d100)
>>509115
Tyranid Mawloc
+1 wound per level, you take one extra hit from +80 rolls. Level one = 2 wounds.
lvl2 a2/w4
The Tyranid feels lasgun fire upon its back, and turns around before launching itself at the guardsman
Rolled 69, 79 = 148 (2d100)
>>509118
Guardsman Toh
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
Lv1/ 2a/ 1w
Round 2, 1 wound taken for cowardice.
Rolled 15, 58 = 73 (2d100)
>>509120
Tyranid Mawloc
+1 wound per level, you take two extra hits from +80 rolls. Level one = 2 wounds.
lvl2 a2/w4
2 wounds taken
Rolled 1, 20 = 21 (2d100)
>>509123
Guardsman Toh
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
Lv1/ 2a/ 1w
Toh fervently prays to the emperor for help as the xeno soars through the air. His prayers are answered as the tyranids leap has launched it over his head, Las bolts cutting into its underbelly.
>>509124
And then the commissar struck
>>509127
(Only once per battle, mate. You probably kill me next round though. )
Rolled 17, 23 = 40 (2d100)
>>509128
(Oh, that makes sense. Yeah, imperium would have been kinda weak if it just took wounds for bad rolls.)
The tyranid screeches in pain, and throws itself at the guardsman again.
Rolled 17, 44 = 61 (2d100)
>>509131
Guardsman Toh
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
Lv1/ 2a/ 1w
1 wound taken
Round 4.
Rolled 43, 53 = 96 (2d100)
>>509133
Tyranid Mawloc
+1 wound per level, you take two extra hits from +80 rolls. Level one = 2 wounds.
lvl2 a2/w4
2 wounds taken
Rolled 34, 1 = 35 (2d100)
>>509134
Guardsman Toh
Imperium: Attack rolls -35 block 1 enemy hits. Once per battle missing both attacks causes you one wound for cowardice.
Lv1/ 2a/ 1w
1 wound taken
Round 5
(1w left is terrifying)
>>509134
Ugh, imperial defence is too strong.
I need to redo everything!
>>509136
I think you should keep imperial defence under 25. Necrons look kinda underpowered, too.
Also, is 1 instakill?
>>509137
Yeah, changing imperial. 1, yeah. I don't think you can roll a 0 that I've ever seen.
>>509139
First Kharne killed by Khorne cultists, then Ahriman killed by orks. Now a guardsman kills a Mawloc. Also, give that guardsman a goddamn promotion! Oh, wait, this is 40k, just give him a medal and send him to fight Necrons.
Bagash Da Guzzlah
Ork
+2 attack dice per turn, you take hits on +45
Lvl1 a4/w2