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Made in us
Savage Minotaur




Chicago

Stemming from the "Massive Constructs/Creatures" thread in general discussion, I have Tergor.

Tergor - 1500 Points

M WS BS S T W I A LD
10 8 3 10 9 10 10 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor may nominate one unit from the Beastmen Army Book, that unit is Unbreakable, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediatly remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor could care less, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit(s) which we're engaged in combat with this unit cannot pursue. The unit which fled automatically rallies at the start of the Beastmen Player's next turn, not in the "Rally Fleeing Troops" part of the movement phase, they act just as if they never made a flee move.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts maybe too much for certain Beastmen. Immediatly remove d3 models from the unit.

Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Too Tough to Die(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is simply too tough to be felled with one blow, he is immune to the killing blow special rule

b]Equipment[/b]

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 0+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.

Thoughts? This really was a shot in the dark since I have no idea how GW is going to implement something like this.

This message was edited 1 time. Last update was at 2010/04/01 19:51:29


 
   
Made in us
Wraith





Raleigh, North Carolina

He's huge!!!

I think this guy walks into the realm of "Unkillable unless a similar creature shows up", but there again he's 1500 points so maybe that's the goal! But really, it would take an entire armada of cannons to do real damage to this guy!

I'd try to shoot for maybe an 800 point version that is very good, but not nearly perfect 10's across the statline with 0+/3++.

I like The Decapitator; I would give it the same rule that Skulltaker has in that he can Killing Blow creatures of US3 and greater.

I'd also agree with the 'Too Tough to Die' rule and every legendary creature/construct to have it, but I'd name it something else since the name is very close to the Hellpit Abomination rule "Too Horrible to Die" but has nothing similar to it.

I really like The Beast God and The Weak Perish rules! I'd probably drop Unbreakable to Stubborn and on a roll of 4-5 the unit it was engaged with and fled from can pursue. They received a big boost in combat ability and Beastmen already have some VERY scary units (I'm looking at you, Minotaurs) so there should be a real risk in blessing them.

Overall, great start to what I hope will be a trend of creations!

 
   
Made in us
Savage Minotaur




Chicago

Stemming from the "Massive Constructs/Creatures" thread in general discussion, I have Tergor.

Tergor - 1000 Points

M WS BS S T W I A LD
10 8 3 10 9 8 7 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

Terror

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor may nominate one unit from the Beastmen Army Book, that unit is Stubborn, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediatly remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor could care less, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit which it was engaged with can pursue. The unit which fled automatically rallies at the start of the Beastmen Player's next turn, not in the "Rally Fleeing Troops" part of the movement phase, they act just as if they never made a flee move.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts maybe too much for certain Beastmen. Immediatly remove d3 models from the unit.

Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Titan(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is a titan, to be felled with one blow would be an insult to the powers of the Chaos Powers, he is immune to the killing blow special rule

Beastial Pride - Tergor has great pride in himself, and loathes those who would attempt to help him slaughter a chosen enemy. If Tergor ever fights a combat with an allied unit, he is overcome with rage at them attempting to down-play his glory. Half of Tergor's attacks will strike that unit. If there is more than one unit, then Tergor will strike one in one round, and another in the next. He will ever only attack one unit of his own. The unit that is struck will be overcome with the grief of failure to their God, and will immediatly flee. That unit cannot rally by any means.

Equipment

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor. If he is fighting a unit of US5 or Greater, killing blow happens on a 5+ instead of a 6.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 2+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.

This message was edited 2 times. Last update was at 2010/04/02 02:28:28


 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

I have zero frame of reference with which to comment on this. I know nothing in my army would have a shot at doing anything to it. Without models on the other side of the board with similar immensity, not sure how anything would take this down.

Take great cannons for instance: You'd wound with only 2/3, average 2 wounds, and 2/3 of those would be saved.

So you'd need an average of 18 great cannon hits to drop it. Assuming no misses or misfires, that would take 3 cannons all 6 turns of uninterrupted shooting to drop the big guy. Rough!

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in gb
Monstrously Massive Big Mutant






2 words- poisoned weapons.



For The Greater Good

Taking painting commisions, PM or email me at 4m2armageddon@googlemail.com
For any requests. 
   
Made in us
Master of the Hunt





He still seems a little too tough to me.

I like the concept of the beast god and weak perish rules, but think they still need to be tweaked. Giving the unit stubborn and +1 to WS, S, T, I, and A is pretty good, granted beastmen's leadership isn't all that great anyway. What if they had a different chart if they lose combat, like;
1-2 lose d3 models and stubborn, the lost models count towards CR.
3-4 chaos gods are fickle and they lose the +1's, but still role as stubborn as they are trying to prove their worth
5-6 nothing happens and they play as normal.

I like the titan rule, but maybe you should include poison attacks too

I think if this guy has a weapon as big as a giant, then he should be bigger than a large target. XXL target = +2 to hit, and can't hide behind terrain or other large targets, but will be considered to be in hard cover.


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Made in us
Savage Minotaur




Chicago

As I said, he is made for a sort of "Fantasy Apocalypse", so there would have to be new rules and such for these monsters.

The ward save and armour save will take care of poisoned weapons just fine, if I do say so myself.
   
Made in us
Master of the Hunt





That is true. I have no experience with apocalypse games so I am not sure of the alternative rules.

I would still hate to see Tergor surrounded by 30 or 40 skinks. It may take a few turns but they could bring the big beast down.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Auspicious Aspiring Champion of Chaos





On the perfumed wind

Statistically you're looking at one poison wound put on him for every 108 shots. So 50 some skinks at close range could expect to put roughly wound on him in a single turn...

RZ

“It was in lands of the Chi-An where she finally ran him to ground. There she kissed him deeply as he lay dying, and so stole from him his last, agonized breath.

On a delicate chain at her throat, she keeps it with her to this day.”
 
   
Made in us
Master of the Hunt





Yea my bad. I was thinking in my head with a toughness 9 that it should be a 3+ AS and a 4+ ward save, and then changed my mind, except when I started to think about the poison attacks. Even then it would only be just over one wound for 30 skinks per turn.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Savage Minotaur




Chicago

Of course, with M10, he'll be in combat pretty fast.

Another thing to realize: Tergor is double the height of a Giant, his base will be huge, that will affect the Bestial Pride rule quite a bit.
   
Made in us
Deadly Tomb Guard




South Carolina

There is a Lord choice unit out there that could bring the beast down in three turns. If he issues a challange its all over for her. She already averages 7-10 str 10 attacks a turn, throw in cauldron of blood, 8-11, then the hydra banner 9-12. In a unit of black guard with the ASF banner and let the good times roll. She'll hit on 4's but with hatred and that many attacks she should hit 7-10 times a turn and cause 5-8 wounds which halve would be saved on average. Thats the only answer I can think up with to deal with this montrosity.

 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, I love the descriptions of his special abilities! Very cool!

The addition of Bestial Pride is excellent! I love the idea of him being a threat to his own units (or at least those impertinent enough not to cower before him and get out of his way).

I think his stats the main problem- the special rules look close to a useable form (at least to me) but this:

M WS BS S T W I A LD
10 8 3 10 9 8 7 8 10

Is just too high! I'll think about how to adjust it, or maybe you can just drop it some more. Right now, he's an absolute steal for 1000 points!

But loving the special rules and descriptions . The only wording I would change is "4-5: Tergor could care less...", I would say instead "4-5: Tergor's attention is elsewhere..." since of course he cares if they spurn his gifts, but he just might not have noticed their failure that turn.

I also don't think the unit should be able to flee, then act normally... they could charge right back in if they fail during your opponent's combat phase! So I'd make it a normal flee, with perhaps them auto-recovering still.

I'll think up some ideas for a tree creature and make another thread of it . Great stuff!
   
Made in us
Savage Minotaur




Chicago

Stemming from the "Massive Constructs/Creatures" thread in general discussion, I have Tergor.

Tergor - 1000 Points

M WS BS S T W I A LD
10 8 3 10 8 9 5 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

Terror

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor may nominate one unit from the Beastmen Army Book, that unit is Stubborn, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediatly remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor's attention is elsewhere, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit which it was engaged with can pursue. The unit which fled automatically rallies in the "Rally Fleeing Troops" part of the movement phase.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts maybe too much for certain Beastmen. Immediatly remove d3 models from the unit.

Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Titan(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is a titan, to be felled with one blow would be an insult to the powers of the Chaos Powers, he is immune to the killing blow special rule

Beastial Pride - Tergor has great pride in himself, and loathes those who would attempt to help him slaughter a chosen enemy. If Tergor ever fights a combat with an allied unit, he is overcome with rage at them attempting to down-play his glory. Half of Tergor's attacks will strike that unit. If there is more than one unit, then Tergor will strike one in one round, and another in the next. He will ever only attack one unit of his own. The unit that is struck will be overcome with the grief of failure to their God, and will immediatly flee. That unit cannot rally by any means.

Equipment

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor. If he is fighting a unit of US5 or Greater, killing blow happens on a 5+ instead of a 6.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 3+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.

Adjusted the 4-5 result, and lowered stats again. Lowered his armour save. And keep in mind, he might be TOO weak, these beasts are never going to be used unless theres another monster like it on the table. They're not meant for regular games.

This message was edited 1 time. Last update was at 2010/04/02 23:29:20


 
   
Made in us
Master of the Hunt





I am a little concerned with the table still. I think some things are a little harsh. One being that a unit that somehow manages to beat the favoured of Tergor might end up taking 2d6 str4 flaming hits. The other is the favoured might lose d6 models, if they are minotaurs, you could lose the whole unit. I guess that is the price for failing a beast god, but seems a little harsh for the game to me.

I was having my own difficulties trying to come up with stuff for the dwarf titan battlesuit. <----Like a cool name.
It is easier to get it out there and let others give their 2 cents worth.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Savage Minotaur




Chicago

Keep in mind, these beasts are going to be used in GIGANTIC games, certainly over 5000 points, more likely around or over 10000. Its simply not fair to use one of these, even if both sides have them, in a 2000 or 3000 point battle, point simply being that whoevers big guy dies first loses.

On the table: The beast god does not suffer weaklings lightly, if they lose combat, they deserve to be obliterated.

On the 2D6 S4 Flaming hits, as I said above, those won't matter much when its a 5000+ point game.

I have a nasty rule brewing in my head...


Automatically Appended Next Post:
Stemming from the "Massive Constructs/Creatures" thread in general discussion, I have Tergor.

Tergor - 1000 Points

M WS BS S T W I A LD
10 8 3 10 8 9 5 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

Terror

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor must nominate one unit at the start of the game from the Beastmen Army Book, that unit is Stubborn, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediatly remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor's attention is elsewhere, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit which it was engaged with can pursue. The unit which fled automatically rallies in the "Rally Fleeing Troops" part of the movement phase.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts maybe too much for certain Beastmen. Immediatly remove d3 models from the unit.

Linked to Insanity - If and when you roll on the table above, and the result is a 1, consult the table below (MWAHAHAHA, TABLES, TABLES!)

1-2: Tergor losing connection to his favoured unit has caused him to be enraged beyond what mankind thought possible, he now has the Bloodgreed special rule.

3-4: Tergor knew in the back of his mind that those scum weren't worthy of his gifts. Tergor immediatly nominates another unit with "The Beast God" special rule.

5-6: The Brayherd following Tergor momentarily lose faith in their Beast Demi-God. Tergor feels this lost connection with his Warhost, and immediately carries out a 1 reaction on "The Weak Perish" table above to restore order. The target is whichever beastmen unit that is closest to Tergor. This result DOES NOT trigger the "Linked to Insanity" special rule.


Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Titan(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is a titan, to be felled with one blow would be an insult to the powers of the Chaos Powers, he is immune to the killing blow special rule

Beastial Pride - Tergor has great pride in himself, and loathes those who would attempt to help him slaughter a chosen enemy. If Tergor ever fights a combat with an allied unit, he is overcome with rage at them attempting to down-play his glory. Half of Tergor's attacks will strike that unit. If there is more than one unit, then Tergor will strike one in one round, and another in the next. He will ever only attack one unit of his own. The unit that is struck will be overcome with the grief of failure to their God, and will immediatly flee. That unit cannot rally by any means.

Equipment

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor. If he is fighting a unit of US5 or Greater, killing blow happens on a 5+ instead of a 6.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 3+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.

Added a new special rule ^.^

This message was edited 3 times. Last update was at 2010/04/03 03:03:46


 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Can you highlight the changes in bold? I found it my second time through, but it helps us lazy people

I like the idea of him having something to show him possibly losing his connection to the warherd. What would be really cool, is if a certain number of beasts died, or if they start losing the battle, they lose faith in him, and he starts to... not exist anymore. Perhaps losing wounds (although that is similar to Orion for the wood elves when he loses combat, which is probably what made me think of it... so maybe that is the woodie in me coming out ).

Also, maybe this "losing link" thing could be done without a table (the HPA has a different table for everything, and it's hard to remember!). I think it would make it easier to play if this just happened automatically if you rolled a 1 on the existing table (or if a certain number of beasts die as I mentioned above...)

Looking good!

This message was edited 1 time. Last update was at 2010/04/03 01:34:13


 
   
Made in us
Savage Minotaur




Chicago

Mhm, good idea RiTides

Tergor - 1000 Points

M WS BS S T W I A LD
10 8 3 10 8 9 5 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

Terror

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor must nominate one unit at the start of the game from the Beastmen Army Book, that unit is Stubborn, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediatly remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor's attention is elsewhere, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit which it was engaged with can pursue. The unit which fled automatically rallies in the "Rally Fleeing Troops" part of the movement phase.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts maybe too much for certain Beastmen. Immediatly remove d3 models from the unit.

Linked to Insanity - If and when you roll on the table above, and the result is a 1, remove 2D6 models from all Beastmen units as their minds feel the anger of their god, making them (im)explode, raked with mutation, or some other such terrible happening.

Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Titan(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is a titan, to be felled with one blow would be an insult to the powers of the Chaos Powers, he is immune to the killing blow special rule

Beastial Pride - Tergor has great pride in himself, and loathes those who would attempt to help him slaughter a chosen enemy. If Tergor ever fights a combat with an allied unit, he is overcome with rage at them attempting to down-play his glory. Half of Tergor's attacks will strike that unit. If there is more than one unit, then Tergor will strike one in one round, and another in the next. He will ever only attack one unit of his own. The unit that is struck will be overcome with the grief of failure to their God, and will immediatly flee. That unit cannot rally by any means.

Equipment

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor. If he is fighting a unit of US5 or Greater, killing blow happens on a 5+ instead of a 6.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds caused by magic and shooting dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds caused by magic and shooting which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 3+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.
   
Made in us
Master of the Hunt





I'm liking some of these special rules.

What if there was one that he could use to regenerate a wound by destroying a unit, but all near by units would have to take an immediate panic test.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Savage Minotaur




Chicago

Now THAT is too extreme. With beastmen terrible leadership, I could lose my whole army pretty easily.
   
Made in us
Master of the Hunt





Wouldn't the link to insanity cause panic if the 2d6 models were enough to cause 25% casualities? Maybe the regen could be linked to that power too? I'm just throwing out ideas. I haven't ever played beastmen before, so I don't know a lot about their army.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

Wow, 2d6 from each unit! I think that's too much... maybe to all friendly units within 12" of the unit he incinerates, as they feel the heat of his anger pass just by... I also think this should be 2d6 wounds since, as mentioned before, whole units of minotaurs could evaporate otherwise...

This message was edited 1 time. Last update was at 2010/04/03 04:28:44


 
   
Made in us
Savage Minotaur




Chicago

Tergor - 1000 Points

M WS BS S T W I A LD
10 8 3 9 8 9 5 8 10

Special Rules

Primal Fury

Unbreakable

Immune to Psychology

Large Target

Terror

The Beast God - Tergor is the Beast God, all Beastmen of all kinds revere him as their Savior, just below the Chaos Gods.

Tergor must nominate one unit at the start of the game from the Beastmen Army Book, that unit is Stubborn, and has +1S, +1T, +1WS, +1I, and +1A. That unit is favoured by Tergor.

The Weak Perish - If Tergor nominates one unit, as described in "The Beast God" special rule, there is a consequence.

If that unit is ever defeated in combat, Tergor is angered. Immediately roll a D6 and consult the table below.

1: Tergor is angered beyond belief, he spits a ball of black flame at the unit, incinerating them. Any unit in base combat with this unit takes 2D6 s4 hits. These hits are flaming.

2-3: Tergor is mildly annoyed at this insult to his gifts. Immediately remove d6 models from the unit as Tergor's very gaze sucks their life essence out of their bodies.

4-5: Tergor's attention is elsewhere, but the unit cowers in fear of what might happen. The unit immediately makes a flee move, the unit which it was engaged with can pursue. The unit which fled automatically rallies in the "Rally Fleeing Troops" part of the movement phase.

6: Tergor is insulted by his kin losing to those inferior to the almighty Beastmen! The unit which lost combat gains another +1S, +1T, +1WS, +1I, and +1A, but these ravaging gifts may be too much for certain Beastmen. Immediately remove d3 models from the unit.

Linked to Insanity - If and when you roll on the table above, and the result is a 1, all Beastmen units immediately suffer 2D6 wounds as their minds feel the anger of their god, making them (im)explode, raked with
mutation, or some other such terrible happening. Roll seperately for each unit.


Unholy Might - Tergor has the Strength of the Dark Gods with him, all unsaved wounds which Tergor cause are converted into D3 Wounds.

Titan(Note, I was thinking this to be given to all "apocalypse fantasy" creatures, to prevent them from being KB'd) - Tergor is a titan, to be felled with one blow would be an insult to the powers of the Chaos Powers, he is immune to the killing blow special rule

Beastial Pride - Tergor has great pride in himself, and loathes those who would attempt to help him slaughter a chosen enemy. If Tergor ever fights a combat with an allied unit, he is overcome with rage at them attempting to down-play his glory. Half of Tergor's attacks will strike that unit. If there is more than one unit, then Tergor will strike one in one round, and another in the next. He will ever only attack one unit of his own. The unit that is struck will be overcome with the grief of failure to their God, and will immediately flee. That unit cannot rally by any means.

Equipment

The Decapitator - Tergor wields a massive claymore the size of a giant. This sword bestows the killing blow special rule upon Tergor. If he is fighting a unit of US5 or Greater, killing blow happens on a 5+ instead of a 6.

Steel Hide - Tergor's hide is harder than Chaos Armour. All wounds caused by magic and shooting dealt to Tergor that inflict d6 wounds, instead inflict d3 wounds. All wounds caused by magic and shooting which inflict d3 wounds (not the ones which are converted from d6 wounds) inflict 1 wound. This also bestows a 3+ armour save

Favour of the Powers of Chaos - Tergor is the most favoured of the Beastmen, the Gods will not let such a disciple die easily. Tergor has a 3+ Ward Save, aswell as MR3.

--------------------

Seems fine now.

But what does everyone think of his statline? He won't be going down to shooting anytime soon, cannon or not, and will probably crush anything but a Deathstar unit (which is probably close to his points cost). And of course, another Titan.

This message was edited 1 time. Last update was at 2010/04/03 07:00:54


 
   
Made in us
Beast Lord





I found something that may be a good model.

it would require some GS but very minimal painting



if you look at the left hoof (will be on the right side of the picture) you can see the fur above his hoof. the table to that fur is about the height of a NG spearman. so that thing is gigantic.plus, he only costs ~$30 IIRC

Death be not proud,
Though some may call thee mighty and dreadful,
For thou art not so...
DT:80+S++GMB++IPwhfb09#-D+A+/hWD-R+T(M)DM+ 
   
Made in us
Master of the Hunt





I can't see the image.

dwarfs, wood elves, dark elves, bretonnians, WOC,
space wolves, orks, eldar 
   
Made in us
Beast Lord





that's odd. I entered the image correctly. and it is showing up for me. either way it isn't a model it is the Tauren Hunter figure for World of Warcraft. It stands ~10-12 inches tall and is pretty damn big compared to the rest of the figures. like i said earlier a lot of GS and customization would have to go into it but it would look pretty good once finished.

Death be not proud,
Though some may call thee mighty and dreadful,
For thou art not so...
DT:80+S++GMB++IPwhfb09#-D+A+/hWD-R+T(M)DM+ 
   
Made in us
[DCM]
Dankhold Troggoth






Shadeglass Maze

I couldn't see it either, but when I copied and pasted it into my browser window, it worked:

http://www.toymania.com/news/images/0408_dcd_tauren.jpg

That looks like a great fit! Similar to the Macfarlane dragon models that work pretty well for warhammer. Who makes it?

This message was edited 1 time. Last update was at 2010/04/03 22:16:48


 
   
Made in us
Beast Lord





hmmmmm it is showing up broken now. I don't know who makes it tbh. but i own one and it stands beside my NG Unit and dwarfs them dramatically.


Automatically Appended Next Post:


also DC Direct Makes it.

This message was edited 1 time. Last update was at 2010/04/03 21:30:45


Death be not proud,
Though some may call thee mighty and dreadful,
For thou art not so...
DT:80+S++GMB++IPwhfb09#-D+A+/hWD-R+T(M)DM+ 
   
Made in us
Deadly Tomb Guard




South Carolina

c34r34lk1ll3r wrote:hmmmmm it is showing up broken now. I don't know who makes it tbh. but i own one and it stands beside my NG Unit and dwarfs them dramatically.


Automatically Appended Next Post:


also DC Direct Makes it.


Its a world of warcraft collectiable action figure

 
   
Made in us
Beast Lord





i know. i posted that earlier. but with some GS and a bit of customization it would look good for the Tergor concept. it also comes with its own base.

Death be not proud,
Though some may call thee mighty and dreadful,
For thou art not so...
DT:80+S++GMB++IPwhfb09#-D+A+/hWD-R+T(M)DM+ 
   
 
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