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hey guys I'm currently in the process of making a home brew Codex:Thyrrus and I am in need of ideas for models to use and convert into them. Any suggestions would be welcome. Here is a link if anyone is unfamiliar with them.
Nids and Tzeentch. Those would make good basis for conversions
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do.
they also seem to have hints of vespids in them. While you probably cant use actual vespids in the conversion, you might be able to draw some inspiration.
Gwar! wrote:Huh, I had no idea Graham McNeillm Dav Torpe and Pete Haines posted on Dakka. Hi Graham McNeillm Dav Torpe and Pete Haines!!!!!!!!!!!!! Can I have an Autograph!
Kanluwen wrote:
Hell, I'm not that bothered by the Stormraven. Why? Because, as it stands right now, it's "limited use".When it's shoehorned in to the Codex: Space Marines, then yeah. I'll be irked.
When I'm editing alot, you know I have a gakload of homework to (not) do.
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
This message was edited 1 time. Last update was at 2010/12/18 15:49:31
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Hummmmmmmmmmmmmmmm......... I feel the urge to write a "Codex: Thyrrus" right now. If only the stupid real life stopped interrupting my work...
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
We need something to do before we can do a proper codex: talk about what are these guys to us. Let´s do a drawing before opening a topic in Homebrew Rules.
(A warning: English is not my first language, so there will be brutal grammar mistakes in a post this long.)
please note the guy with the staff behinf. Image 2: Soliloquin:
Units without image: Propmaster (the guy with the staff?).
They inhabit some systems in the Segmentus Pacificus. In 2.306.784.M41 they invaded the human colonies in Quadrus Glabora, for no apparent reason. After a long campaign they were vistorious, in spite of an absolute contemp for anything related with tactics, logic or strategy. Human generals explained their utter defeat by talking about an incredible “damnable luck”. Reading Xenology it is clear that the Empire has no interest in a war against the Thyrrus.
They do not fight for victory / defeat, but following some form of pantomime. For the Thyrrus, life is just a show. There has been no way to properly communicate with them. Captured Thyrrus do not communicate, attempt to scape or look particularly concerned. They can feed on anything, sucking the nutrients they need by osmosis.
They seem gifted in adaptation (magos biologis dixit).
They look vaguely like squids (Imperial propaganda nicknamed them “Squiddies”). They have many lower tentacles supporting an ever changing torax, with four arms and an insectoid head with 4 eyes (high vissual spectre). They can swell themselves or change their form. They are fully coloured and can change the colors displayed by will, and do it constantly. They put lights and sounds and colours everywhere, because they like it.
Tactics: no apparent logic behind. Geometrical or artistical patterns are used instead of tactics. In spite of this, they usually win. We need rules for this. Something with their leadership?. And what about this “luck”? The Gods (?) helps them if they perform properly in the battle/scenario? Imperial generals talked about senseless charges of nearly unarmed infantry against tanks. A sacrifice?
There are big war machines. Serious business. Their heavy support is really heavy.
Soldiers are armoured infantry, with some sort of “power armour” enhancing strength (pretty high to begin with) and dexterity. They use plasma weaponary full of useless colours and sounds. And do not forget the staff guy. They do not hide from close combat.
There is NOT enough fluff for a Codex. We need to add something in the mix.
They remind me of HG Wells´ War of the Worlds martians: the “Squids”. Please consider adding HGW´s martians to the mix. Lots of new good looking units. And then we have Killraven or The League of the Extraordinary Gentleman to give us plenty of ideas. Killraven martian squids looks really like Thyrrus, but I haven´t found any image.
From HGW
Elite:
Heavy
Whatever:
What about the minis we already have? Combined Drones looks too fragile to be a Thyrrus, unless they are something of a mini-Dreadnought: take out 90% of the protoplasm and keep the head and some organs. Looks like a fast / troop choice.
The Servitor of the Outer Gods looks pretty on the spot. HQ?
Feedback, please.
This message was edited 1 time. Last update was at 2011/01/06 12:58:35
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Sorry it's been a while, I have been busy with Christmas and New years but those pictures look good to me. Especially the heavy war machines you found. I have started making rules for an hq and a special character, see what you think so far.
Thyrrus Propmaster…………………50 points
WSBS S T W I A LdSv 3 5 3 3 3 2 2 10 4+
Special Rules:
Pigment glands: Thyruss communicate through the colors of their skin this allows Composer Thyruss to send plans of attack to fellow Thyruss on the field. At the beginning of each movement phase before moving and if a Composer Thyruss is within 12" of a Thyruss unit may roll a single D6 for the unit this is not stackable so you may only roll once per unit and consult the following chart.
1- The Composer Thyruss sends Red signals which signal the advance Thyruss
units the unit gains fleet of foot and the unit cannot shoot this turn.
2- The Composer Thyruss sends Purple Signals which signal the command to hide
the unit gains a 5+ coversave in open field and 1+ in cover.
3- The Composer Thyruss Sends Green Signals which signal the command to shoot
the unit gains rerolls on to hit rolls for shooting this turn.
4- The Composer Thyruss Sends Yellow signals which signal the command to flee
the unit must move towards the table edge it deployed at full speed stopping at
impassable terrain or other units
5- The Composer Thyruss Sends Blue signals which signal the command to
Heal wounded the Unit gains feel no pain on this turn and your next opponents turn.
6- The Composer Sends Orange Signals which signal the command to press on
the unit becomes fearless on this turn and your next opponents turn.
This could represent the more random nature of thyrrus but each roll still makes them able to do a specific job each turn.
Automatically Appended Next Post: These are two army wide special rules for units.
Thyrrus Special Rules:
The Art in War: Thyruss see war as if it were poetry and will wage it as they see fit.
Thyruss are immune to being run down by sweeping advances, and do not have to take pinning tests.
Overproducing Pigment Glands: The rare Thyruss that are born with this rare defect are used as scouts as they are practically invisible to the naked eye. They have pigment glands that naturally blend into their surroundings but this takes away their ability to communicate with their fellow soldiers they gain a 5+ save in the open field +1 in cover and when shot at theshooter must roll as if in a night fight, however, they may not benefit from the composer’s pigment gland signals.
And here is the special character in early stages.
Than’shll The Propmaster……………175 points
WSBS S T W I A LdSv 3 5 3 4 4 3 2 10 3+
Master of the Arts: Than’shll is the most renowned of the race and his vibrant and ever changing physique is something that one cannnot miss on the battlefield, Than’shll may use two pigment gland abilities of his choosing per turn.
Aura of the Artist: Whenever Than’shll is hit, roll a D6 and deduct the roll from the Strength of the attack. If reduced to 0 or less, the attack is stopped completely.
Eternal Warrior
This message was edited 2 times. Last update was at 2011/01/03 23:00:36
Thyrrus Propmaster:
OK, but the strength and I of this guy are then low for a Thyrrus. Xenology: they are pretty strong, and they wear an armour to enhance this. This surprised me, they do not look strong.
You called the Propmaster "Composer" sometimes. Composer sounds quite good, we can use both names in two different units: primary leader Propmaster, secundary leader (sargeant like) Composer. Or vice versa.
Pigment Glands special rule:
I would rather prefer this to be a) no limited in range b) quite important in the game. Even more important, I think it should be a Special Rule affecting all units at all times, regardless of the leader, and therefore not related with his glands.
New version:
Special Rule for the army:
Pantomine / The Show / Follow the Script: At the beginning of each movement phase the player roll a single D6. By consulting the following chart, the player will find out the next twist in the Script of this particular show.
1- Red: advance. Thyruss infantry units gain Fleet of foot. Only vehicles may shoot this turn.
2- Purple: hide. Thyrrus infantry units gain a 5+ coversave in open field and 1+ in cover. Any unit engaged in close combat gains Hit and Run, and must use it at the end of the assault phase.
3- Green: shoot. Thyrrus infantry units rerolls on hit rolls for shooting this turn. They can not assault this turn.
4- Yellow: flee. Any unit, including vehicles, must move towards the table edge at full speed stopping at impassable terrain or other units
5- Blue: heal. Thyrrus infantry units gain feel no pain on this turn and your next opponents turn. this one is jarring a bit. It is not an order. May be "any infantry unit not engaged in close combat gain Feel No Pain on this turn and your opponent´s turn, but they can not move or run this turn. They are able to assault however". They heal themselves because they are able to do that all the time, and they just need to be still to do so. 6- Orange: [Signals which signal the command to press on the unit becomes fearless on this turn and your next opponents turn.] It is the rule The Art of War / Fearless. Thyrrus ignore Leadership tests all the time. Maybe "Orange: Extemporize. Do what you want, express yourself"?
Yeah it is pure madness; you need Composers / Propmasters and their Pigment Glands if you want to do anything
Pigment glands: Thyruss communicate through the colors of their skin this allows Composer (or Propmaster) Thyruss to send plans of attack to fellow Thyruss on the field. Before moving and if a Composer (or Propmaster) is within 12" of a Thyruss unit you may ignore the result of the Pantomine /Show/ Follow the Script rule for this unit (may be: if you pass a Ld test; this will allow us to fix it if needed)
Thyrrus Special Rules:
The Art of War -> it is the rule Fearless. Sounds well: they do not care about dying.
Special Character: fine.
Idea for the second one: a military leader that DO NOT follow the Scripts. A rebel, so to say, which is allowed to live because his victories. He does not believe in The Show.
Transports: I just realized Martians from War of the Worlds INVENTED the drop pods. Seriously, I think it was the first time in SciFi drop pods appeared. If we use HGWells stuff, this should not be ignored.
Troop: Thyrrus Warrior Squad….. X points (65?)
Thyrrus Warrior:
WSBS S T W I A LdSv 3 3 4 4 1 3 1 10 4+
Composer:
WSBS S T W I A LdSv 3 4 4 4 1 3 1 10 4+
Note the S4, T4, I3. They are strong and fast to begin with, and they wear an armour enhancing this.
Unit type & composition: infantry. 5 Thyrrus Warriors.
Special Rules: Fearless, Pantomine / The Show / Follow the Script.
Equipment: Reality Warper, Mirror Armour.
Mirror Armour: 4+
Reality Warper: a template weapon, exactly as a flamer. It can be used in close combat as an energy weapon.
Options:
+ 1..5 Thyrrus Warriors (+15p each?)
1 out of five can get an anti-vehicle weapon, melta-like (+10p each?).
1 of them can be a Composer (+20p? should be expansive)
Can get a transport: HG Well´s drop pod: 30p? 50p? This thing needs rules. It is not exactly a drop pod. It has no weapons, and works funny.
The time to move this discussion to Proposed Rules is nigh.
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Really good ideas with the composer/propmaster things. I also like the idea of that military rebel special character. Do you wanna think up some rules for him? 14 or 15 points sounds about right for the regular troops of thyrrus. The basic troops would be the soliloquns and the bigger stronger unuits would be the warriors. I got some ideas for other choices like the Luminous War Machines and pigmenters too. Pigmenters would be essentially the same as soliloquns but they would have either scout or infiltrate and maybe stealth too. Here's my LWM rules.
Luminous War Machine……………………115 points per model
WSBS S front side rear I A
3 4 5 12 11 11 3 2
Walker: Squadron (1-3)
5++ save
Shimmer beam Strength: 7 AP: 3 Range: 60” Heavy 1 Lance. Special Rule: If a Shimmer beam causes an unsaved wound to an enemy unit they must immediately take leadership test at -1, if they fail that unit may not shoot in their following turn as they are temporarily disoriented.
[i]This way the LWM would be transport/MC killers but if they shoot at infantry they can majorly disrupt them.[i]
I think the Soliloquin is something different, but I must admit I am a bit confused. This is from “thefreedictionary”
soliloquy [sə´lɪləkwɪ]; n pl -quies
1. (Performing Arts / Theatre) the act of speaking alone or to oneself, esp as a theatrical device
2. (Performing Arts / Theatre) a speech in a play that is spoken in soliloquy Hamlet's first soliloquy
[via Late Latin sōliloquium, from Latin sōlus sole + loquī to speak]
Usage: Soliloquy is sometimes wrongly used where monologue is meant. Both words refer to a long speech by one person, but a monologue can be addressed to other people, whereas in a soliloquy the speaker is always talking to himself or herself
So… they speak to themselves… errrr… a Lone Wolf? What about an elite unit, with a composition of just 1 soldier, that can select his option in the script?
Let´s give him some devastating weaponary:
Elite: Soliloquin….. points (70p?)
WSBS S T W I A LdSv 4 4 4 4 2 4 1 10 4+
Unit type & composition: infantry. 1 Soliloquin.
Equipment: (insert cool name here), Mirror Armour, frag grenades equivalent.
Special Rules: Fearless. This unit DO NOT have the special rule The Show (or Follow Your Script).
Special Rule: I Write My Own Script: the Soliloquin can select one of the possible results of the Special Rule The Show. This unit will follow this Script.
Mirror Armour: 4+
(insert cool name here): a template weapon, exactly as a flamer, but AP2.
Options:
Can exchange for free his AP2 template weapon for something really impressive in close combat. Something like a spear or staff? There is something like that in the first picture.
The Sharpened Tongue: a 4 handed close combat weapon which adds +4 to the Strength and, of course, is an energy weapon.
Pigmenters:
I like the unit.
Fast: Pigmenters….. (90p?)
Unit type & composition: infantry. 5 Pigmenters.
Everything else: copy paste from Thyrrus Warriors
New Special Rules: Infiltrate. Scout. Stealth.
No Composers.
Options: add 1-5 Pigmenters. 18 points per model.
However, after searching what a Soliloquin may be, perhaps there is some form of key here. Most of the names in W40K follow key concepts: fishes for Tau, Weather for marines (Tornado, Whirlwind, Thunderfire, Tempest…), and so on. Theater?
Luminous War Machine.
Fine.
1) More options are needed.
2) Dreadnought Close Combat Weapon?.
3) Like the 5++ invulnerable save.
4) Looks expensive. An IG Sentinel is as powerful as a LWM, and is far cheaper. A single Vendetta is 135 points, and it can wipe out a 3 models LWM unit in a single shooting fase. OK, vendettas are overpowered, but…
I need time for the Special Character. I need to do some research about theater. What is the meaning of Propmaster? Is there a meaning?
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Propmaster is the prop master. In Spain we use “atrezo” for “prop”, quite a different word, so I missed this one.
In theaters, the prop master is the master of the prop. Prop is short for Property, and Property is this:
Property
(Performing Arts / Theatre) any movable object used on the set of a stage play or film Usually shortened to prop
The difference between a set decoration and a prop is use. If the item is not touched by a performer for any reason it is simply a set decoration. If it is touched by the actor in accordance to script requirements or as deemed by the director, it is a prop.
…and the item is there because the Propmaster put it there.
Another sentence:
before rehearsals begin, the director and the prop master go through the script and make a list of what is required for the production.
Sooooooooooooooooo….. theater. Theater is the key.
Acording to some versions of HGWells War of the Worlds, the drop pods descending on Earth carried only the crew of the war machines. The machines were already there, hundreds or thousands of years, buried underground. The actors descended and activated the LWM. And the machines were there because the Propmaster left them there. Of course!
….. I like it.
Therefore, we need words from theatre. Prompter, cue, drop the curtain….
A list from thefreedictionary.com:
Theatre terms
act, backstage, catastrophe, chorus, circle, Comédie Française, coup de théâtre, crush bar, cue, curtain, curtain call, curtain-raiser, curtain speech, downstage, dramatis personae, entr'acte, entrance, exit, first night, first-night nerves, flat, flies, fluff, front of house, gallery, gods, greasepaint, greenroom, ham, house, juvenile, leading lady, leading man, lines, monologue, noises off, off-Broadway, off-off-Broadway, offstage, opera house, orchestra or orchestra pit, overact, prompt, prompter, prop, proscenium arch, resting, role, scene, scene dock or bay, scenery, script, soliloquy, soubrette, speech, stage, stage direction, stage door, stage fright, stagehand, stage left, stage manager, stage right, stage-struck, stage whisper, stalls, theatre-in-the-round, Thespian, understudy, unities, upstage, wings
We have already Soliloquy and Propmaster. I do need something called Soubrette (“A saucy, coquettish, intriguing maidservant in comedies or comic opera.”), such a beautiful word…
I got it. This unit uses the models from Infinity.
Soubrettes.
Fast. Soubrette Squad…..(100p?)
WSBS S T W I A LdSv 3 4 3 4 1 3 1 10 5+
NOTE: this units uses this model:
Eventually I want to play a Thyrrus army. This model will allow to get one unit already done, if wanted.
There are two different models in a box, with two different weapons.
Background: the brain and the nervous system of a Thyrrus is extracted and connected to an anti-gravitational suit. It is a fast unit, weak but well armed. Provides fire support and fast-response help to the Show.
Unit type & composition: infantry. Jump Infantry (jet packs). 4 Soubrettes.
Atrezo / Atrezzo / Props / Equipment: Light Armour, Flirt Dispenser. Jet packs (pag 52 rulebook).
Special Rules: Fearless. The Show.
Light Armour: 5+
Flirt Dispenser: S3 AP5 Range 60 Assault 3. Model with the multi-barreled weapon.
Options:
+1-4 Soubrettes: 25 points each.
Any number can exchange his Flirt Dispenser for a Soubra Cannon (from provençal, "soubra", to exceed, from latin “superare”, to surmount; this word is the root for french “soubrette”), +10 points each: S8 AP3 Range 24 Assault 1 Melta.
Bwahahaha!!
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Very nice man I like that idea of the Soubrettes and those models are too good not to use. Now would they be elite or FA? Probably FA since they got jump packs. What about a single independant character elite unit called the "stagehand." Maybe be something like a BA priest and helps benefit a squad he joins. Maybe give the squad a 5+ FNP save or something. Or we could take a different approach and make it like supplementing unit for an hq like an ork grot oiler and let them reroll failed to hit. What do you think?
This message was edited 1 time. Last update was at 2011/01/06 03:01:45
I: Soubrettes: +1 close combat weapon. They can exchange for free their weaponary for 2 energy weapon (+1 attack).
I did the stats in a hurry: T4? No, but WS4 I4
I like them Fast Attack Choice. We already have 3 Elite Options, and they are fast.
II: Transports: drop pod.
What is it: a transport, a cylinder-shaped little thing. It buries itself beneath the ground and takes a moment to actually do something. The unit is searching for the prop the Propmaster left somewhere, a long time ago.
It neither has weapons nor stats. Rules are needed regarding hitting an enemy unit.
In the turn of its arrival, the new unit do nothing, but it can not be attacked. In the next turn, select a point within 6¨ of the drop pod and your new unit will appear there. You can move, shoot, assault and everything.
III: new unit
Elite: (Leading Ones / Principals / Stars):
Terminator-like unit…..120p?.
WSBS S T W I A LdSv 4 4 4 4 2 4 1 10 2+/5+
Looks like little dreads:
Unit type & composition: infantry. 3 Stars.
Atrezzo: Star Armour, Reality Warper.
Special Rules: Fearless. The Show.
Star Armour: 2+/5+.
Reality Warper: already seen.
Options:
Up to 2 more Stars: 40p each.
Exchange Reality Warper for 4 energy weapons (gains 3 attacks): 20p.
Exchange Reality Warper for 1 The Sharpened Tongue: free.
Exchange Reality Warper for 1 (insert cool name) –soliloquin weapon-: 20p.
IV: now let´s move to HQ zone. Now I have enough background.
HQ: Propmaster. The Propmaster do not have any influence upon the Script. It allows you to better use your prop (no idea at the moment what this means; no idea at the moment what this guy is there too, for his work is already done when the Show begins; your Stagehands may help here).
HQ: Director. This unit can influence the Script if it is on the battlefield/scenario. It takes from now on the rule “Pigment Glands” (new theatre-like name? Extemporize?). Can be a Thyrrus Warrior-like model, a Soubrette-like, a Star-like or even a Soliloquin-like. It can also use a Chair
Special Characters.
Director Wi´Aam´Shapeer: legendary director, now encased within a Star Armour. Its legendary skill with the Script allowed it to perform many masterpieces. You can use Stars as troops. you can select your script at will before the game starts . Something like: ok, my army will go Red / Red / Green / Orange / Red / Red / Blue.
Director Akaar K´Saa´Vaa: a brilliant disciple of Shapeer, it adapted its master´s scripts, big budgeted, and with an amazing number of wannabe stars called Supernumeraries. You can select your script at will before the game starts. My only concern here is to make Kurosawa more powerful than his master.
Director Mii´Heel´Bayy: a young director (uses a Chair) that do not believe in the Show. Only the economical and militar income matters to it. Succesful author that knows what the people want: explossions and ham actors (I just got a name for a new unit). Special Rules: Orbital Bombardment, of course, but the name will be “Armageddon”…. OK, I got some ideas here.
Director Q´Tin´Tinoo: a young Soliloquin director well known for his twisted scripts. Through depending on luck… This one is gonna be difficult.
Director Soo´Faa Cop´Laah: a Soubrette director. Its model is a converted Soubrette, allows you to field an entire Soubrette army, and some Special Rules. I will try this one first.
V: New name for Pigmenters: a proper name would be “plant”, but it doesn´t sound good enough.
Plant: an actor situated in the audience whose acting is rehearsed but seems spontaneous to the audience
VI: Stagehand: sounds cool!
Reroll sounds great, FNP is a Script option already. The ability to repair mech could be interesting.
The Stagehand moves the Prop. They can be a HQ option or an entourage for the Propmaster. If you take a Propmaster, you would be able to field 1-3 Stagehands or something…
VII: Please look at the main Thyrrus weapon:
;
Now look this thing:
Is it a spotlight?. The Thyrrus attack you with their spotlights?Or did I just went insane?
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Hahaha yeah that does look like a spotlight. I would say they are the Reality Warpers. Your special characters look good I'm excited to see them when you're finished. My favorite is probably Director Wi´Aam´Shapeer without seeing any of their actual rules, but they all look interesting and fun too. The drop pod rules are cool I approve. I am however confused about what "chairs" do for the directors. Does it chance his unit type as a mount or something?
0: Some random names & ideas.
“Greasepaint”: name of Pigmenters´ Special Rule. It is make-up.
“Reality Warper” now is “True Spotlight”.
Name of the Soliloquin weapon: “Speecher”.
The Propmaster and some Directors are getting psy powers. To begin with, they foresee needs and events years beforehand. And do not forget: art, madness and wonders are interrelated.
“Leading Ones” instead of “Stars”?
Director´s Chair: provides a Speecher, +1 Attack, +1 Toughness and a 3+/5+ save. Speechers can be used as energy weapons in close combat.
Special Rule concerning Directors: you can only field 1 of them.
I: New Unit. A heavy one.
This will be probably the last brand new one. Bigger than a LWM, this is an unstoppable machine of destruction.
Heavy: Hamstar….. 120 points
Thyrrus Hamstar:
WSBS S front side rear I A
4 4 5 13 13 12 3 2
Unit type & composition: vehicle. Walker. 1 Hamstar.
Equipment: Stage Whisper, Punchliner, two Dreadnought Close Combat Weapons.
Special Rules:
Scene Stealer: when shooting many template weapons, the Hamstar can select multiple targets. You can place the templates in any point of the hull.
Stage Whisper: this weapon allows the Hamstar to make a sound intented to reach the Gods (the gallery of the theater). When shooted, all models, friend or foe, within 6¨ of the walker, suffer a Strength 3 AP6 Pinning hit. The Stage Whisper can be shooted even engaged in close combat, and affects units in close combat too.
Punchline: a twin-linked Lascannon equivalent.
Options:
Replace the Punchliner with two Soliloquin weapons (“Speechers” from now on): 20p.
Get two extra Speechers: 60p.
Get Extra Tentacles: 20p. The Hamstar gets +2 attacks.
Get a Lux Field: when activated, consider the walker “obscured”. The Hamstar can not shoot when the Lux Field is activated. 30p.
Get a Drop Pod: 60p. Expensive, but it is a hell of an advantage.
II: Special Character:
Director Soo´Faa Cop´Laah…. 200p??
A Soubrette director. Its model is a converted Soubrette, allows you to field an entire Soubrette army, and some Special Rules… No wait, Psychic Powers.
WSBS S T W I A LdSv 5 5 3 3 2 4 2 10 5+/3+
Atrezzo: Light Armour, Depressive Meaning, Family Protection, Jet packs (page 52 rulebook), force weapon.
Family Protection: force field giving it a 3+ invulnerable save.
Depressive Meaning: a far more powerful version of the Flirt Dispenser. Handle with care. S5 AP3 Range 60 Assault 3. Gets hot!
Special Rules: Psyker, Independent Character, Fearless. The Show.
Special Rule
Extemporize: Any unit within 6¨ of Soo´Faa (including
Soo´Faa itself) may ignore the Script. Directors have this rule by default.
We Exceed: Soubrettes counts as Troops in any army that includes Soo´Faa Cop´Laah.
Psychic Powers: may use one of them each game turn.
The Suicidal Soubrette. When assaulting, the player can select a single Soubrette unit within 6¨ of Soo´Faa. If the Psychic test is passed, this unit will get +2 Strength and +2 attacks during the assault phase. The unit is retired as casualties at the end of the phase. Their wounds do not count regarding who won the combat.
Lost. A single enemy unit will get dazed and confused, with Iniatitive and Leadership reduced to 1 during the rest of the player turn. It counts as a weapon, rolls to hit, need line of sight and has unlimited range.
The Queen: Soo´Faa may activite this power at the beginning of its movement phase. If the Psychic test is passed, this power surrounds Soo´Faa and any unit it is attached to by its Family Protection force field. Every model gets a 3+ invulnerable protection against ranged attacks during the next turn of the other player. The unit can not shoot this turn.
III: Special Character:
Director Mii´Heel´Bayy: a young director that do not believe in the Show. Only the economical and militar income matters to it. Succesful author that knows what the people want: explossions and ham actors. Uses a Director´s Chair.
Director Mii´Heel´Bayy …. 200p??
A Chair director.
WSBS S T W I A LdSv 5 5 4 5 2 3 2 10 3+/5+
Atrezzo: Director´s Chair.
Director´s Chair: provides a Speecher, +1 Attack, +1 Toughness and a 3+/5+ save. Speechers can be used as energy weapons in close combat.
Special Rules: Independent Character, Fearless. The Show.
More Special Rules
Was There a Script?: Any unit within 18¨ of Mii´Heel (including Mii´Heel itself) may ignore the Script.
Stars Equals Money: Stars counts as Troops in any army that includes Mii´Heel. Hamstars counts as Heavy or Elite options.
Armageddon: every game turn, Mii´Heel may order some kind of Orbital Bombardment over the battlefield. It happens in its shooting phase, instead of shooting / running, and otherwise counts as firing a weapon using this profile: Range Unlimited, Strength 6, AP2 Ordnance 1. If an arrow is rolled on the scatter dice the attack will always scatter the full 2D6¨, regardless of Mii´Heel´s BS.
IV: Special Character:
Director Wi´Aam´Shapeer: legendary director, now encased within a Star Armour. Its legendary skill with the Script allows it to perform many masterpieces at will.
I reckon Shakespeare should be the most powerful director, so… let´s go overpower.
Director Wi´Aam´Shapeer …. 325??
WSBS S T W I A LdSv 6 6 4 4 4 4 3 10 2+/3+
Atrezzo: Star Armour, Speecher. Force Weapon.
Special Rules: Independent Character, Psyker, Fearless. Wi´Aam does not follow the special rule “The Show”: the rule “The Show” follows Wi´Aam.
More Special Rules
Legendary Director: When fielding Wi´Aam, you can write your own Script at the beginning of the battle. Something like: “ok, my army will go Red / Red / Green / Orange / Red / Blue / Red”. If Wi´Aam is in the battlefield, this is your Script, and the rule “The Show” is ignored. If Wi´Aam is not in the battlefield, the rule “The Show” applies.
Legendary Propmaster: when Wi´Aam was young, eager Directors worked as Propmasters too. This allows Wi´Aam a more powerful version of some of the Propmasters rules (which I am writing down just now).
1) A player fielding Wi´Aam does not roll for any unit in reserve: they appear exactly when wanted. If they outflank, they do not roll for outflanking too. The player just chooses left or right (rule for Propmasters: reroll).
2) If Wi´Aam is in base contact with a damaged vehicle, instead of shooting he can repair the vehicle. No roll is needed, any damage is repeared. Next player turn, the vehicle is in brand new condition. (Rule for Propmasters: need to roll and only one repair.)
3) Any friendly unit within 12¨ of Wi´Aam rerolls to wound. (Propmasters and Stagehands: 6¨).
Drop the Curtain: Wi´Aam does not admit the concept of a “random length” in a Show. The Curtain fells whenever it wants. If there is a roll to see if the game is finished, Wi´Aam can choose the result at will.
Best Director Ever: Stars counts as Troops in any army that includes Wi´Aam´Shapeer.
Psychic Powers: Wi´Aam can use one of them in a game turn. It passes any Psychic test without rolling.
Romeo Must Die: in spite of all the hate and brutality of this battle, two units, one from each side, fall in deep love. In its shooting phase, and instead of shooting, Wi´Aam selects two units counting as Troops (no need of line of sight, this has been foreseen), one friend and one foe. The units will not fight each other. If they are engaged in close combat, they will keep engaged, but they will just fake the attacks. The effect will last for the Thyrrus turn and the next turn of the enemy.
Poison in The Ear: one of the HQ fighting the Thyrrus is dominated by doubts regarding this battle. Perhaps he thinks it is tactically unwise, perhaps he truly believes another friendly HQ is demonically possessed. He knows this for the spirit of a beloved leader, dead long time ago, that is in close contact with him. Wi´Aam does not need to see the HQ, and this power is casted during any enemy phase. If the selected HQ (or the unit he is atached to) try to do anything involving rolling dices, both players roll a dice. If the player controlling Wi´Aam rolls higer, he chooses at will the result of every single dice the enemy rolls during that phase.
It has Been Foretold: the enemy realized the many bad omens they got regarding this moment and this particular battle. Wi´Aam casts this power at the beginning of the enemy´s turn, During this turn and the Thyrrus´ own turn, all tests involving Leadership rolls with a -3 for the enemy.
Just a Dream: in a shooting phase, after one shooting unit has finished and saves have been rolled, Wi´Aam may consider that the result of the attack does not match its Script, and warp back the time. The deads come back, the ammunition too, and the shooting unit will repeat everything from the beginning. Again, line of sight is not needed.
....
This is endless. So better to end it here. Overpowerrrrrrrrr!
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Okay some really good ideas you got I'm loving it. Definitely Leading Ones instead of Stars. Youre heavy support looks solid but I'm not so sure about the same. Sounds and looks like the animal "hamster." Maybe tweak that or just revamp it completely. Wi Aam is really cool. He's definitely wayy overpowered but I love what he can do. I would say he should be more around 350 pts, maybe even 375. Not a lot of other special characters in the game can match what you gave this guy haha. But overall I love what you came up with. What else do we need? More troops choices? Another FA?
I:
Wii´Aam gets Eternal Warrior and costs 375p (or more).
Hamster… Yeah I missed that. Well spotted.
A ham actor overact: “Overactor”? “Overplayer”?.
Flash grenades. Everyone gets flash grenades.
Night Fighting. Thyrrus blatantly ignore Night Fighting, and any enemy in the same battlefield ignore them too. I mean, they have spotlights!
II: We are near. We need
1: “normal” HQ I got a first version:
Directors:
Spoiler:
HQ Director: 70p.
WSBS S T W I A LdSv 5 5 4 4 2 4 2 10 4+
Directors knows the Script and flows with it. Their orders allow the Crew to properly enact what they want.
Atrezzo: Mirror Armour, Staff.
Staff: a 2 handed energy weapon giving +2 to the strength. It works as a Force Weapon if the Director is a Psyker.
Special Rules: The Show, Fearless, Independent Character.
Extemporize: Any unit within 6¨ of the Director (including
itself) at the beginning of the player turn may ignore the Script.
The Chief: you may only field one single Director in your army.
Options:
Get a Vox Amplifier for 20p: The Extemporize Special Rule reaches 12¨.
Get a Lux Occulta Field for 20p, getting 4+ invulnerable save.
Get a Lux Divina Field for 40p, getting 3+ invulnerable save.
Replace all atrezzo with a Director´s Chair for 35p (Director´s Chair: provides a Speecher, +1 Attack, +1 Toughness and a 3+/5+ save. Speechers can be used as energy weapons in close combat).
Replace all atrezzo with Soubrette equipment: Light Armour, Flirt Dispenser, Jet packs (pag 52 rulebook) and Close Combat Weapon. May replace the Flirt Dispenser with a Soubra Cannon or a Force Weapon for 10p. May replace the Close Combat Weapon for a Force Weapon (10p).
Replace all atrezzo with Star atrezzo. True Spotlight and Star Armour. All the options can be taken too.
Replace all atrezzo with Soliloquin atrezzo: Speecher, frag grenades equivalent, Mirror Armour. Same options.
Become a Psyker: 50p.
You may select two of these psychic powers. You may use one of them per turn.
1: Get Out of My Theater. When the Show is not going smoothly, a Director may not stomach anymore the sheer incompetence of some of the supernumeraries, particularly those who are from other species. It counts as an attack, do not rolls to hit and may target a single enemy model within 24¨, even if it is engaged in close combat or attached to a squad. Need Line of Sight. Both players roll a dice. If the Thyrrus player get a higher number, the model just dissapear out of reality. No saves are allowed, no wounds are taken.
2: No no no NO NO NO!!! Do it again!. Sometimes you need one take of a scene, but other times people is not working properly and the scene must be taken from the beginning again. During a shooting fase or an asault phase, if a unit is rolling to hit, wound or save within 24¨ of the Director, it may force them to do it again. If the Director passes a Psychic test, the rolls are ignored, the unit should reroll again the same number of dices and the second result is to be accepted.
3: Ok, you are getting a line: a single model from a troop unit, which may be an enemy unit, gets suddenly important in the Script just because the Director wants so. If a Troop unit, friend or foe, within 24¨ of the Director, is completely destroyed, no matter the reason, the Director may select one single model of this troop and warp the time around it. If the Psychic test is passed, the model comes back to live immediately, all wounds healed, all ammunition fulfilled, exactly in the same place, and keep fighting. The model may not die, be transported, move, attack or be attacked for the rest of the phase.
4: Fury: this is a count as weapon Psychic attack. Not much subtle but useful. Range 24¨ Strength 5 AP3 Assault 4. Nasty.
Propmaster:
Spoiler:
Propmasters are the masters of the prop. They made sure you got your Atrezzo, and repair it if needed. Before rehearsals begin, the director and the prop master go through the script and make a list of what is required for the production. They also help the Crew during the performance. Propmasters are helped by Stagehands. A Propmaster and its Stagehands count as a single HQ choice.
Propmaster: 50p
WSBS S T W I A LdSv 5 5 3 3 2 4 2 10 4+
Stagehands: 30p
WSBS S T W I A LdSv 4 4 3 3 2 3 1 10 4+
Unit Type and composition: Infantry. 1 Propmaster.
Atrezzo (Propmaster and Stagehands): Mirror Armour, Staff.
Staff: a 2 handed energy weapon giving +2 to the strength. It works as a Force Weapon if the Director is a Psyker.
Special Rules: The Show, Fearless, Independent Character.
One is All We Need: you can only field one Propmaster in your army.
Just in Time: in a Propmaster is in the battefield, you may reroll the dice whenever you are rolling for a unit in reserve, be a reserve roll, a scatter roll in a Deep Strike (you should reroll the three dices) or an outflanking roll. You must accept the second result.
Atrezzo Ready If a propmaster or a Stagehand is in base contact with a damaged vehicle, it can attempt to repair it instead of shooting. Roll one single dice. With 3+, then either a Weapon Destroyed result or Immobilised result (owning player´s choice) will be repaired. Next player turn, the vehicle is repaired.
Prompting: any friendly unit within 6¨ from a Propmaster or a Stagehand rerolls to wound.
It is Your Fault: in any phase of the game, if the Propmaster is attached to a unit including Stagehands, and the Propmaster gets an unsaved wound for any reason, he can give one single unsaved wound to the Stagehand.
Options: 1-4 Stagehands: 30p each.
Stagehands are infantry, Independent Characters, and wears Mirror Armour and Staff.
Become a Psyker: a Propmaster may become a psyker: 50p.
You may select two of these psychic powers. You may use one of them per turn.
1: And Everything Blows Up: this is exactly the moment forseen. The enemy is just over the explosive the Propmaster left so many years ago. It travels back in time to make sure everything is fine, returns and detonates the explosive. In the movement phase of the enemy, select a single enemy unit that has just moved. Line of Sight is not needed. If the Propmaster passes its test, the unit suffers 1d6 St4 AP5 hits.
2: Fake: in a split second, the Propmaster warps the weapons of a single enemy model, switching it for a fake weapon. At the beginning of the movement phase, instead of moving, the Propmaster selects an enemy model (not a vehicle) in its sight. Both players roll a dice. If the Thyrrus player wins, the weapon is useless for the rest of the game. Can target single models and enemies in close combat.
3: Whenever I am Needed. At the beginning of his movement phase, the Propmaster teleports to another point of the battlefield. If he passess the Psychic test, he appears immediately, following Deep Strike rules but without scattering. Only Stagehands may go with him. If the test is failed and he is alone, he rolls for scattering. If a Stagehand or more are with it, a single Stagehand dies and there is no scattering.
4: You Broke It! Sometimes the Crew (mainly those from other species, non-Thyrrus supernumeraries) is so clumsy they start breaking valuable atrezzo. Propmasters do not revel in violence, but if they are psykers their righteous fury may be enough to teach them a lesson. Roll for a Psychic test at the beginning of your Assault Phase. If the roll is passed, the Propmaster gets +4 Initiative, +4 attacks for the rest of the phase.
2: adjust Than´sll.
Special Character:
Spoiler:
HQ: Propmaster Than´shll……….175 points.
Than’shll The Propmaster……………175 points
WSBS S T W I A LdSv 5 5 4 4 4 4 2 10 3+
(stats buffered up)
Atrezzo + Special Rules: as any Propmaster.
Options: 1-5 Stagehands, 30p each.
More Special Rules:
Master of the Arts: Than’shll is the most renowned of the race and his vibrant and ever changing physique is something that one cannnot miss on the battlefield. His ability regarding the interpretation of the Script is so high he can extemporize, better than many Directors. Any unit within 12¨ of Than´shll (including itself) at the beginning of the player turn may ignore the Script.
Aura of the Artist: Unwilling to lose Than´sll´s knowledge, the Thyrrus Director´s Ordo granted him the most advanced force field at their disposal. Whenever Than’shll is hit, roll a D6 and deduct the roll from the Strength of the attack. If reduced to 0 or less, the attack is stopped completely.
Eternal Warrior
What about Than´shll being a psyker? 200 points: may use all the powers. An important thing I am missing is who is it. What does it thing? What does is believe in? What are its goals? Does it enjoy its job or feel constricted by (say) the Producers´ laws (or the Scriptwriters´ whims, or whatever; we do not know where the Script come from)?
3: That´s all is needed for a first version. The (first, raw version of the) Codex is almost done.
Actually I only need to clean everything up and the info for Than´shll.
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.
Alright sounds good man! And I had envisioned Than'shll being the supreme being for the Thyrrus. He was supposed to be the director of all directors. But since you have made another character to fill that role already I can tweak what he should be about. I agree he should be a psyker. Maybe fluff wise he is the right man of Wi'Amm, kind of like how Anggrath the Unbound is the 2nd in command to the chaos God Khorne. Or he could be a supplementing factor for Wi'Amm. Like if Than'shll is included in an army with Wi'Amm certain benefits happen for the army like reroll who goes first or something. Theres so many we could go with it.
The stage is set now. Moving to Proposed Rules section
‘Your warriors will stand down and withdraw, Curze. That is an order, not a request. (…) When this campaign is won, you and I will have words’
Rogal Dorn, just before taking the beating of his life.
from The Dark King, by Graham McNeill.