30006
Post by: Runna
SHORT INTRODUCTION
The Dwellars are dwarfs (not squats though squats exist in their codex.)They are not part or a different race that looks like them, but dwarfs. They are no longer called that do to the 40k universe nearly destroying them. For the last 5 thousand years they have done nothing but prepare for a retaliation that would shake the very foundations of the verse and cement their place and people as permanent members of the stars.
To accomplish this they have made two armies within their own people.
The Planet Crackers, meant to go to a planet and destroy armies as well as capture and enslave those who do not bare arms or attempt to oppose them. After a succesfull mission the Planet Crackers eat hearty meals for several days, make party, drink, indulge, and then go to another planet a month later after wounds are healed and numbers are replenished from the home worlds.
The Protectorate, the second and true leading army of the Dwellars, meant to defend the conquered worlds and start new homes among them. Converting the captured to become their people and join their ranks, using Serizian and the Psychic abilities of their priests to awe the commoners and a false show of kindness. Knowing one day they will merely defend their own system, ignoring the Planet Crackers, as they see them as neccessary they do not admire the nature of the beasts they have created. The war hungry Dwellars the Planet Crackers are a huge contrast to the clever and ever watchful Protectorate, but they need eachother, they are brethren and as long as the Planet Crackers continue to be succesful, the Protectorate will continue to supply them with nourishment, resources, and reinforcements.
Squats are a small part of the Dwellars they are not the Dwellars. Though the Imperium does not believe this nor would the Imperium support the notion that the 'Gods' of the Dwellars were in fact Gods at all. The homes of the Dwellars are inside left for dead planets over the years of war and strife. Planets no longer looked at by any race other than the burrowing Tyranids which the Dwellar have had continuos combat with in their home worlds caves. Recently, what looked like dead mountains on the homeworlds of these planets, shook off rock and dirt and launched thousands of large ships with Protectorate and Planet Crackers, invading the systems around them, determined to conquer all planets that any one of their race once called home.
Their main enemies are Chaos Space marines, Imperials, Space Marines, Orks, Tyranids and Demons. At the rate of which the Planet Crackers seem to be enjoying war however, the Protectorate will soon find they have angered the wrath of an entire system and let lose dogs which can not be re-leashed. Dwellars enter the fray, of 40k. (Hopefully*)
_Codex is Up_
1
Filename |
DWELLAR CODEX (Recovered).docx |
Download
|
Description |
Dwellar Codex:PC Update 2.1 -(Enjoy and use it. *re-worded some rules.) |
File size |
936 Kbytes
|
27797
Post by: Wolfblade
Um... I think the wargear looks ok, but we need to see who can take what, or it's almost all meaning less (other than you have wargear for units that don't exist)
for example, if you have that Lekros Scimitar, but give it to a WS1 guy its terrible (doubt this is the case, I'm just an example here)
30006
Post by: Runna
*Codex Is Up*
30006
Post by: Runna
Codex Is Up**
30006
Post by: Runna
--Codex is Up--
30006
Post by: Runna
*Emptied
25543
Post by: TyraelVladinhurst
yay! the squats are coming back *sound of thousands of GW employees crying* i like this it supports their fluff *sound of a kitten being killed* whoops i said fluff
30006
Post by: Runna
*Emptied
30006
Post by: Runna
--Codex Is Up__*
30006
Post by: Runna
**COdex Is Up**
25543
Post by: TyraelVladinhurst
hey! i'm reading it and i quite like the new updated squats
30006
Post by: Runna
Thanks man. Appreciate the support.
Automatically Appended Next Post:
With a shoutout to TyraelVladinhurst Here are the final PLANET CRACKER HQ choices.
Which are no inside the
...
CODEX
oh yea, in case you missed it, its up.
36940
Post by: Anvildude
Cool looking stuff. Pretty even, as far as points cost and weaponry is concerned. A whole heapin' helpin' of choice and customizability here, too.
I think something that might be a good idea would be to look at the way the codices are set up, with a one-page fluffy description of the unit, followed by its special rules, wargear and suchnot. If you can, find someone to do some concept art, or even do some yourself. You definitely want to get some of the wargear and at least a single type of troop exemplified; it'd be a lot easier to get a good idea of the 'theme' of the army that way. (Like how the Tau are shooty space communists, the 'nids are giant bugs of eat-anything, Necrons are undead killing machines, Orks are boisterous killing machines with more enthusiasm than skill, Marines are the Best of the Best of the Few and the Alive, IG are 'without number', etc, etc.)
I guess just some general fluff would be nice, too.
What exactly are they? Xenos? Heretics?
How does the army play best? Are they an assault-themed race, or more shooty?
What kind of tech do they use? Hyper-advanced, like the Tau, Industrial punk like the Orks, Biological like the 'nids, unkowable like the 'crons, ancient relics like the Imperium? Or do they use some sort of Steampunk/Industrial/Bamboo-tech fusion? Iron Warriors type, like the original Squats? Etc, etc.
Great thought's been put into the balance of these rules, though, that's obvious.
30006
Post by: Runna
Thanks for the thoughts. Definately valid ideas. I am finishing up the fluff for all the unit choices you see before you, I hadn't even thought about how I didn't post a whole lot of fluff particularly pertaining to the Planet Cracker army choice of the Dwellars or the Dwellars as are themselves. So I will post a short follow-up of the Dwellar homeworld Aulin, where the Planet Crackers leader Forling was stationed before their first test launch.
As far as the army being assault or shooty, the play here is, they can be both, but they can't be both without being in the range of fire. They have only 4 weapons that are 48" in range, and only one special weapon on The Massacre, that is 72". So it's up to the player to decide how he wants to conquer. I would say try to get more assaulting in with the Planet Crackers. The Guardians will be a more balanced we can shoot army, but the Planet Crackers do have The Boom Squad, which is one of my favorite squads.
Most of the Dwellar are Planet Crackers. So there aren't as many Guardians and it shouldn't get to convulxed. You also have to take a Guardian HQ to field Guardians or a Planet Cracker HQ to field Planet Crackers. With the exception of a few HQ choices that allow rule-breaking.
Their tech mostly comes from scavanged parts of Imperium and from the tampering with the Troor and the Dark Lava deep within their planets. Electric Lava would be the best way to describe Energon, it's lava spooled into Electricity. So it usually will have a gets hot roll, and has a negative effect on the hammer. It doesn't have a negative effect on the Axe because of the blade. It slashes out from the blade when swung like a shot of Energon, thus +2str, and Power Weapon.
I'll post some fluff around their technology and its foundations as well. Similar to the original Squats way of making weapons in a lot of ways. That dwarf inheritance hasn't changed much, just advanced.
Much thanks for the post and for reading.
30006
Post by: Runna
*Updated
30006
Post by: Runna
I've updated some fluff and re-posted them with the Units to make the read more authentic. I added some guns that will be used primarily by the Guardians who have yet to be posted.
I've corrected some spelling errors and mis-wordings but obviously not all.
I've fixed up some point costs around and made an addition to the Keepers which I like. I've also forgot to say Merry Christmas, so, Merry Christmas!!! And A Happy New Year!!!
30006
Post by: Runna
Got some sketches done but can't find a scanner working in this country to put them on my USB and pop them here yet, so I'll wait. Anyone like what they've read? Anyone read the fluff, now appropriately placed with the units??
30006
Post by: Runna
Made some edits, finally came up with a name for the bikes. Changed a name of a gun to something I hopefully won't find popping up in any codex, but I have trouble remembering all of them when I'm writing this.
Any guns or units you notice that exist in codex's already please tell me, so I can change, any ideas for names appreciated. Won't post the Guardians until I'm more happy with the flow of this. AS right now The Planet Crackers are a workable and playable army. Thanks for any criticism and all support.
-Runna
40344
Post by: master of ordinance
I love these rules
you have done a great job at bringing the squats back
i am going to print them off and go straight home and try them out-oh wait damn i dont have the models  oh why why why
34252
Post by: Squigsquasher
Energon is something from Transformers, I'm afraid.
26615
Post by: grayspark
Heh, now all we need to do is force GW to start making models that we actually WANT. Squats for the win!
30006
Post by: Runna
Squigsquasher wrote:Energon is something from Transformers, I'm afraid.
This one I am actually aware of... shame on me and all for lack of finding a better name, but its not copywrited like the name transformers.
Brood and broodlord are actually from X-men comics, but unlike X-men, it's also not copywrited so GW could use it no troubles. So I could technically still keep the name...but finding a better name would be nice. Any ideas???
Magmicity? *sniker
Lavatic? *smirk
Retric? *hmmm
Actually Retric might work, but does it sound strong enough?? Or just keep energon?? Or...ideas...please
master of ordinance : You are my favorite person right now. Thanks man!!
grayspark: That would be a huge magic trick. *always hoping*
36940
Post by: Anvildude
Engern Ore? And when smelted, it becomes Engiron?
34252
Post by: Squigsquasher
How about Pyrox?
30006
Post by: Runna
Pyrox sounds workable.
Pyrox Hammer
Pyrox Axe
Pyrox Cannon
Pyrox Pistol
Yep, that's workable. Have alot of editing to do but, its Dwarf-like.
I like the conept of it not being actually ore but energy. Like electricity but a different form of power. So Engiron and Engern Ore don't really work. Nice combo though.
In this case however Pyrox may also need a slight work-over. Combining minds is the way to go in most situations.
I am greatly appreciative of all ideas and enjoy the chance to combine my mind with other players so as to better the chances of this army ever getting taken seriously by GW. Am currently working on modeling techniques for people who wish to play it and looking to turn the finished Planet Cracker part of the Codex into an adobe platform. My personal sketches aren't great however so I'm afraid to post them. Ha ha, seriously.
Hey, what about Pyral... the energy itself could be called Pyra (pronounced Pira) when used as something, much like an electronic car, or a las cannon the wording changes, becoming Pyral, (Pronounced as written unlike it's short form.) So...
Pyra in a gun becomes...
Pyral Pistol
etc.
Pyral Ax
Pyral Cannon
Pyral Hammer
The ore of which is mined and processed to create Pyra (much like that of nuclear energy) is called Pyrox.
(I combined all of our ideas together, and I think it worked out nicely. Even though we didn't make a captain planet. Utilizing the new ore to create an energy based on what the idea of Energon was representing, in short, you guys are awesome and thank you.)
36940
Post by: Anvildude
So it's like Gauss, but used to hit stuff with?
30006
Post by: Runna
Anvildude wrote:So it's like Gauss, but used to hit stuff with?
...  ..  ... that's a good point.
I can pop some fluff in for it, make it look tougher. (Is pyra gauss? or Pyral??)
In the core of their dying planets the Dwellars had to develop machines to sustain the worlds life. In doing so they dug deep into the center of their homeworlds, deeper than should ever have been dug. Along the way creating vast cities underground many of which believed sunlight to be a myth. Lava was the common word associated with life. It was lava that kept families warm and turned the wheels that powered their cities. It was lava that would also decide when a Dwellar had dug the wrong path. When the Dwellar had finally dug deep enough to attach the machines of Tek to the worlds cores, each great homeworld would see the protector of the center of their planets in the form of a lava as black as space. *Lava taming and herding is further addressed in the Dragons unit choice fluff.* After years of navigation and creation, the Dwellar found a way to survive passage through this smelting hot protector, as well as a unique bonus for their troubles. The crystal like stones called (*INSERT THE NAME HERE*) which let of energy like a gods hammer.
Any human might of given these stones a category amongst electricity, but Dwellar have more respect for the unique aspects of their worlds. This power needed it's own name. As they came to notice, it could be used to power a city, but it was wild. It was dangerous and often explosive if handled foolishly. A crystal that eminated such power could have many uses. Most of which, the Dwellar, (still thirsty for revenge a gainst a cosmos that tried to obliterate them,) knew could be for war.
Quickly these crystals were worked upon, many an engineer dying in attempts to pattern them into weapons. Putting them in guns that carried Troor bullets seemed to enhance the weapons firing capacity to a speed that denied even the Troors imediate protection. Some of the wielders would find it had some backfiring tendencies but a worthwhile risk the leaders considered. A real Dwellar wouldn't die from a smoldering gun handle, though it exploading could prove fatal to some, it was much more fatal for their enemies.
Putting the power into a cannon that focused the energy out like waves of lightning instead of pushing out bullets or missiles, was the gretest achievement of Tek's descendant Yuler, though he himself prefers the steel and missile form of war over these energy beams. Which can at times prove to kill multiple enemies with a single shot. The risk of explosion however is even greater.
The hammers infused with these crystals are sometimes just as dangerous to the wielders, but powerful crushin tools and have proved a useful ally against all enemies.
The most prized infusion is the Axe. Somehow it perfectly blends with the crystals, sending the wave out frome the blade like a sonic force of energy for a prized killing tool. The most impressive close combat weapon of the entire Dwellar army some might say. The only case where the infusion has not had any bad side effects to the weilder.
So now I have a more clear idea of what the crystals are and what they've given, a name should come along more easily...? But what...?
36940
Post by: Anvildude
Okay, now you're just channeling Minecraft.
Hey, there's an idea. Anyone want to make a custom texture pack for Minecraft:40,000?
30006
Post by: Runna
not fair, I've never played minecraft or am aware of what it is Automatically Appended Next Post: Serizian
That's a new name, that'll work
A Serizian axe or hammer.
A Serizian Pistol or Cannon.
Made possible with the energy from a Serizian Crystal.
(Though it sounds itself like a race, It's fine. I may even make it the name of the beasts the Guardian Elite troops rides. The flying Serizians that dwelt in the caves which held the black lava. Or something like that. WIP. )
But serisouly, what is minecraft? Is it good?
36940
Post by: Anvildude
Youtube it if you can. If not, check out Minecraft.net.
It's a game with no purpose other than to mine and utilize resources. It's absolutely great.
30006
Post by: Runna
Until a real artist gets behind my dream of this being an official GW/ WH40k codex. Welcome to the best I can do.
The basics are there. Modeling for proxy isn't that hard, if you have a Vendetta, take off the wings, (don't break it because a Vendetta is better.) and there's a proxy, right size too. A little bigger, and a little higher off the ground though. If you can find a way to lower it that would work out.
Automatically Appended Next Post:
or the body of a Storm Raven fits pretty good. A Trukk with it's wheels turned upside down a 'ard case, two wing flaps, a shark fin and a medium sized flying base about a third of the heigh offf the ground as a Vendetta, a 'ard top (which it's not suppose to have...) and a closed in cockpit, switch the riders head for a fantasy dwarf and your good to go. That's how I plan on poxying if it helps. (A little annoying to build by the sound but really not that hard.)
Automatically Appended Next Post:
It's great...right. Anyways. Aside from my like of artistic talent or ability to find a working scanner in China, the bikes are easy proxies. Switch fantasy dwarves onto the Space marine bikes. File down the edges and the handlebars. File down the wheels enough to make it a hair smaller, and you are all finished. Give the fantasy dwarf some space marine arms since they came with the bikes,a nd boom there you go. (Axe's are best proxied burrowng from orks or just using the actual fantasy ones.)
30006
Post by: Runna
Updated the wargear list after some playtesting and made a slight change to the infiltrators. Let me know if anything seems off to you with the list that should be changed for playtesting. Editing is coming slowly as far as spelling and what needs to be re-worded and all that. Automatically Appended Next Post: Man those drawings are horrible I probably shouldn't of posted them...anyways, Infiltrators are now officially, Children of Lekros, and I went to work on editing the fluff and renaming the Energon stuff to Serizian and so on. Thank you readers and please, to the few of few, more criticism so I can continue to structure this codex aproprietly and hopefully get other people to support it as I work my way towards proxying and modeling actual guys for it. Them pitching it to see if I can use it in official 40k games. Yeah.
30006
Post by: Runna
gonna make the Children of Lekros more expensive
35pnts too much??
Automatically Appended Next Post:
Made WARRIORS OF THE TROOR an actual upgrade for them coming to a total of 75pnts a pop if they choose it...maybe too expensive? I'm feeling more confident about the way I'm distributing points around now that I have a codex copy to read and had a playtest with them. Feedback...advent readers...?
30006
Post by: Runna
Minecraft is actually pretty cool by the way
30006
Post by: Runna
HUGE EDITS and Serizian has been fully integrated Energon is no more. Dragon fluff posted with it several explanations on equipment for the Dwellar. Thank you readers, playtesting is going well and hella useful. Currently using fantasy dwarf models for play testing and orks as the Raiders and other two wound models. (Except HQ's of course) still use dwarfs for them. Peace.
30006
Post by: Runna
Oh man, editing is annoying. I forgot to get rid of the n on an Serizian weapon, becuase it used to be an Energon but is no longer with an e. Ah ha ha, not funny.
Finnaly went through and corrected some grammatical erros, but must of missed alot because I got tired of correcting. I think the Massacre story is a good read. I fixed up some of the fluff to flow better and Filtered off Guardian armor.
Now the only units with Guardian armor on the PC's is the HQ choices of the General and Forling, and the Boom Squad. The Boom Squad have it due to fluff, I enjoy their story so I'll be spending a little more time one what parts of it I'll post. Will try hard to get ths into an adobe format PDF and clean up the order of it all.
It's annoying putting so much work into something GW probably hasn't even glanced at, but, hope is a powerful thing.
I have all the respect in the world for fellow writers, but my fingers are crossed and my playtesting continues, so far this list is balanced, just need to do some tests with the vehicles to make sure, would love to post up the Guardian choices that compliment the very large array of uniqueness this army can bring tot he 40k verse.
Here's to the Dwellar becoming a future threat as the new 40k Dwarfs.
Anyone who reads errors feel free to point them out, all help and ideas appreciated. Automatically Appended Next Post: and I read it, alot of errors in the Dragon fluff, I'll get to it
30006
Post by: Runna
HUGE NEWS FOR ME AND my lack of modeling, someone said Mantic games is releasing a SPACE DWARVES line!!! HA HA HA! WIN!!!
REasONs
1. probably because squats are getting brought back and Dwellar are very officially out of the picture  (The possible scenario)
2. Because some random reader of this lengthy post was a worker there or at GW and loves the idea and the DWELLAR are inspiring models (Extremely unlikely back of mind pipe dream)
3. Because people want to see dwarves in space like myself and no codex is or has been made for them that GW likes, because they haven't read mine. (That's the one I believe.)
In any case, It's an awesome thing for people who wanted to buy models to play this codex without hacking up fantasy dwarves like myself. The very few of you. If any.
Quick question, should Dragons have Grind boots as Wargear because it's in their fluff?? I left it out because Grinders are my base Grind Boot unit.
30006
Post by: Runna
Got a vacation, so real editing has begun, got everything in word, won't make an offical adobe sheet until I'm completely happy with the balance of the rules.
But, for anyone that wants a copy, after playtesting the mech portion of this army, it looks like a matter of one month or so and the finalized version of this part of the Dwellar Codex will be finished. I will add some pictures, hopefully I can find someone else to sketch them, if not, please don't be turned away by my subpar ability to draw.
Modeling won't happen for another few months. Sorry, too busy to do that until after September. But your free to model, ha ha, ha...yeah...
30006
Post by: Runna
Tresspasers now 55 pnts, no gun upgrades, some rules, fluff for Clans of the PC are underway and the meq part of the army had some succesful runs, mostly with crew getting eliminated, despite my hpe it would be workable, it isn't, too OP, and the crew on the Tresspasers will be changed for an Apocalypse only model squad I'll post much much in the future after the PC and Guardians have been finished. Other than that Codex is coming along nice, slower than hoped but nicely. Crusher Tank at 130pnts is balanced, Melta rule on direct hit for Destroyer weapon is stupid because it's ordinance. Warbounds Are awesome might make them cost 100nts base instead of 75. That's about all. Bullor made it through play test feeling worth the points set on him, only one I'm worried about big time is Gorth, Partos hei, he is still looking like one bad a$$ mofo and we'll see if his two wounds has any effect on his amazing defenses or ridiculous rulings. *Crossing Fingers and continuing the plast of the playtesting.*
-So this is updated for people to check out.
30006
Post by: Runna
So I update, only because I forgot to. I am coming along good with the codex, just finishing up the style and turns ou I actually don't have or know how to make a adobe file because I'm useless outside of writing, but, I'm learning and any hints appreciated. All in all, 3/4's of the way done I'd say, just want to add some short stories to fluff up the beginning and give more history and background to the people and all that. Through new fluff got some cool new units, dulled some down, Dwellar have really come together during this codex I'm quite happy with it. My favorite new addition is the HQ choice Asar, or axe lord. An HQ with Rage even. Also the Massacre has been wiped from the final codex, it will be apocalypse battles only, unless house rules allow otherwise.
Also;
I've been taking anger mangement via online counciling, and the lodaing times are pissing me off.
36809
Post by: loota boy
Please don't make them Squat survivors. You have great rules, but make sure that they are something different than just 'return of the squats with a new name.' try to make sure that they at least look different from dwarves and squats, or have slightly different culture.
30006
Post by: Runna
I think you will be happy sir, I also don't like that 'squats return' idea. Nope, the Squats have a place in the codex, they are the 'fodder'.
That should give you an idea of where they stand.
The culture of the Dwellars, well, it's one swirling mess and best left for the codex to describe. Different clans evolved from the fallout of thier 'Gods' deaths and the remaining 'Gods' that started these clans had only war and revenge in mind. There ends up being a varied culture between clans with a few significant joining traits. This is what allowed me to make so many unique units and rules for them. It's coming out better now that I am sitting down and seriously writing history for these people instead of just sorting out the mess that is in my head onto a Dakka forum, which is what I usually do.
30006
Post by: Runna
erba....convulxed.
Some units were downgraded others had improvements.
Plenty of playtesting in.
New unit names in the codex are...
Asar HQ choice
Serizian Shaman, HQ choice and psyker
Milluz Mechanic IC choice taken with any tanks as an upgrade. Doesn't fill up a force organization slot.
Some guns suffered downgrades, others got upgrades. A few.
New weapons added.
Now writing the fluff for the SC and finishing up some short stories in the beginning of the codex to detail history, doing a little research of the world for them.
Sorry for the loooooooong delay of a real codex. Promise not to dissapoint, other than lack of pictures. Thanks to those who've offered to help do drawings if they like the dex.
-Runna.
30006
Post by: Runna
*Cleared -Codex Is Up*
30006
Post by: Runna
Because I'm having trouble with converting to PDF let me post some of the final point costs and units.
30006
Post by: Runna
*Cleared -Codex Is Up-*
30006
Post by: Runna
I took a very long hiatus...  *thanks Anvildude*
Anyways, it was for personal life stuff, which is unfinished, so, this will be on the back burner until 2012. I will try to post another finished part of the dex after the Groz for people to play with if they want. Hopefully I'll just push the fluff out for the stories on some weird writing bug that makes me knock out Dwellar knowledge into the codex, but right now got acting, training, and finishing my novel convulting up my time, sorry if anyone wanted more of the finalized units and points. PM me or E-mail me if you want anything to help play the list. Thanks for reading.
-Runna
36940
Post by: Anvildude
No problem.
30006
Post by: Runna
*Cleared -Codex is Up-*
30006
Post by: Runna
I fixed up the wargear with the current final writing. The Guardian Rifle isn't in the codex but I left some hints of the Guardian Codex in here which I won't write unless this codex does well once I have it finished AND posted...2012, Runnas year to not Procrastinate.
A.K.A. The hint to the Serizian Dragon Heavy/Elite Choice for the Guardians, The Stone Breakers, The Engineer Class, The Berserkers, and the Rifle and other Descendants that aren't in this Codex.
I also just finished writing some Fluff about Gorth; Descendant of Parthos, and I decided he might be my favorite character to write about. Anyways, thanks to any and all readers, and extreme thanks to anyone that has talked their friends in to letting them playtest my Dwellar as a legitimate 40k contender. Automatically Appended Next Post: Anvildude wrote:No problem.
Automatically Appended Next Post: “Yeah, I saw your notes and listened to the damn lecture on how you wanted me to attack,” Gorth speaks to Artimer.
“So why in ‘ell didn’t you follow my orders?!” Artimer responds.
“Didn’t want to,” Gorth takes a sip of his fiz. “Won anyways.”
(A quote from the Codex)
50143
Post by: Leon
Like the idea!
30006
Post by: Runna
Leon wrote:Like the idea! 
thank you good sir, I hope to not dissapoint.
30006
Post by: Runna
*Cleared-Codex Is Up*
30006
Post by: Runna
CODEX IS UP, without art and some stories unfinished but I'd rather get what I have up there in hopes more people use it and find that it's a workable balance codex, and if I somehow managed to muck up, give me your honest feedback and I'll be able to work on that area more.
-Runna
30006
Post by: Runna
A big mistake in the codex I found when reading over it, sorry for my horrible math at the time, its one of the few subjects I always aced to. Ok, the only one. Anyways, replace the part of the Boomers with this, as oppose to what it said previously.
One model for every 2 taking a Boomer, who does not have a Boomer; may exchange their Boom Gun for one of the following
Tek’s Destroyer… +10pnts
Shoulder Cannon… +10pnts
*This means 8 Boom Squad members will have 2 Boomers and only one additional weapon as only 2 models are taking Boomers. Ten will have 4 Boomers and 6 not taking Boomers, thus two may upgrade.
Also, Children of Lekros are 25pnts not 35pnts and the upgrade to Warriors of the Troor costs 75pnts not 65pnts.
Thus five Warriors of The Troor W/Umar should cost 700pnts. Thought the troop is a bit OP you can only take one and most will not want to waste 700pnts on one unit that will probably become the target of your enemies big guns.
Anybody want to pass some feedback my way, criticism is appreciated for the betterment of the final product, though this is generally the final product, as GW is not making a Dwellar army and haven't or probably won't contact me anytime soon about making one, this project is always open for editing.
If any rules seem unclear, OP, or don't work for one reason or another, let me know and I'll fix them, explain why or something along the lines. Thanks for your time Dakka, and my thus far one downloader. heh.
30006
Post by: Runna
A list I believe may be very competitive as a meq list for the Dwellar and show why Bullor is worth 240pnts even though he can go Berserk or fail his test and kill a bunch of your own units. (It's also decently fluffy in regards to story so, I am quite happy with the dex being able to make workable lists around fluff.)
HQ
x1 Bullor w/Sight Lock
245pnts
Troops
x3 15 Fodder in a Malacite w/ TL Teks Destroyer and Markings of Krakul
170pnts each (510pnts)
Fast Attack
x2 12 Jumpers w/Krakuls Banner, 1 Fire Spitter, 4 Shrappers, 5 Nasty Repeaters, 1 Serizian Axe in a Malacite w/ Markings of Krakul and TL Teks Destroyer
405pnts each (810pnts)
Heavy Support
x3 1 Crusher Tank w/Markings of Krakul
145pnts each (435pnts)
total 2000pnts.
I hope this gives people more initiative to download and take a look at the codex etc. etc. comment. If no one comments the thread falls down the line and less people look at it. Not, you know, doing my usual whinning...ok, a little, but, I really did put a lot of work into this and really believe it is a great way to bring Dwarfs not just into 40k, but to make them more than just 'dwarfs' in 40k. Enough of me reaching out for attention. Enjoy the codex new readers and thanks to all who have been keeping up with it so far and more so huge thanks to anyone that has gone far enough to playtest and make lists with it.
31885
Post by: chrisrawr
If you see me online on vassal (go grab it :p) feelfree to ask me fer a game.
30006
Post by: Runna
Vassal, where can I get that...in China?
When I do find it, I will ask, and we shall play.
Thanks for the comment man, appreciate the help.
31885
Post by: chrisrawr
http://vassal40k.wordpress.com/
I can never find it on my phone, but it's in my bookmarks on pc.
30006
Post by: Runna
Looks like I'll need to get a proxy to open the site for some reason, I'll try to find a loophole around it.
Also I noticed while making a list I forgot...ehm...to mark the page number the units description was on for quick reference, it's an easy fix, as it's docx. just, next to the units name, write the page number its on, save, over. Do it whenever your making a list with that unit and you'll save a ton of time. I won't upload a new copy until I have some art, and have one of those stories finished.
If enough people ask, and want to try and field them, I may write up and post the TWO choices from the Guardian codex on here should you want to run them in a game.
Those being, Serizian Dragons (Elite/Heavy)
and
Stone Breakers (Heavy but count as troops with Gorth.)
Ten requests for either and I'll post that one.
Automatically Appended Next Post: Also, as Eldar have Guardians, I am thinking about renaming, which would require a lot of editing, the Entire Guardian Class -Thanes-
It's a shoutout to old school dwarfs and it gets rid of the confusion. I was going to keep the Dragons names Ogrim originally because Eldar had Fire Dragons, but I found I like that there were similar ideas but very different troops between the futuristic elfs and dwarfs.
However naming an entire codex DWELLAR: Guardian
seems like I'm just being lazy here.
Any suggestions on this, change it to Thanes? Yes, no?
Protectors, Defenders, Watch Guards? Any ideas?
30006
Post by: Runna
got Vassal, where can I get the 40k module?
30006
Post by: Runna
chrisrawr wrote:http://vassal40k.wordpress.com/
Is there no other way? I can't load that page in China. Do you know any good proxies?
I will be taking a small break from dakka as I need to work on some other projects again, but I would like to start playing some Vassal in my very limited free time.
Not that I get too many of them...but I will check back in case any questions or suggestions for re-writing or re-wording parts of the codex come up.
Thanks any and all for the support. Hope you enjoy having a "legitimate" dwarven threat in the 40k verse.
54564
Post by: Merc Row
Hey just considering downloading the Codex have all the updates and so on been changed?
30006
Post by: Runna
Merc Row wrote:Hey just considering downloading the Codex have all the updates and so on been changed?
I haven't put in the page references on the units and art is still underway. I'm no artist myself but working on it with a dakkite whose been quite helpful. The summary for the stories not written is there, but I haven't wrote them. The rules, the backrounds for each race/clan inside the Planet Crackers, wargear etc. All the important stuff required to play is updated and ready to go as far the codex is concerned.
The points and everything are sorted out. There may be some negative feedback on the Survivors but it's flush enough as is. Making them cheaper would make them unfair. Making Adrenaline pouches more expensive would give no reason to ever take them. If enough people express a blance problem existing when they use them, I may knock them down to 10pnts and get rid of the Adrenaline pouch upgrade.
Other than that, I won't be putting another version on until a decent amount of art is in it or/and I get my PDF converter to work.
30006
Post by: Runna
Nah, still need a proxy. I'll be trying to get a proxy after my next job is finished and then I'll hit you up on it. How would I run Dwellar on Vassal when I do get it?
31885
Post by: chrisrawr
The easiest way is to just write up an army list, and proxy Guard or Eldar for them
30006
Post by: Runna
chrisrawr wrote:The easiest way is to just write up an army list, and proxy Guard or Eldar for them 
Ha.
Of course, exactly like real life, I knew that. Heh.
30006
Post by: Runna
Someone could of told me that drawing was really not winning any interest. At least you can see why I don't want to do the art myself. Drawing is still in my images, but, in retrospect, best left off this thread I would imagine.
If anyone has used him, there is a small error with Umar, the negative effect of him failing his psychic test should give him and his unit RAGE until your next assault phase.
Finished another story, changed the title and it came out decently solid. About Bullor and Commissar Aris's first encounter.
Added the page references to the troop listing in the back and edited very small mistakes I missed before on some special rules and such. Probably still stuff I missed, added two, um, unique pictures and uploaded that for download. Not really a lot has changed. Shout out to Anvildude on the official thread as I realized I hadn't yet, thanks a ton man.
Thanks for reading! Please read, play and enjoy, all feedback welcome!
30006
Post by: Runna
Deep Striking 1500pnts (Utilizing the General.)
HQ
Dwellar General w/Parthos Banner, Nasty Repeater, Serizian Axe, and Shielding of the Troor -120pnts
Troops
3x 10 Raiders w/Lander 160pnts each (480pnts)
Elites
5 Beasts w/Serizian Ax and Lander 180pnts
5 Beasts w/Serizian Ax, Shoulder Cannon and Lander 195pnts
5 Beasts w/Serizian Cannon and Lander 185pnts
Fast Attack
x2 12 Jumpers w/6 Nasty Repeaters 270pnts each (540pnts)
5 Jumpers w/ Malacite 140pnts
1500pnts of Deepstrike.
Start the General with the 5 Jumpers inside the Malacite and pray to the dice gods. +1 to reserve Rolls should get this started good, unless your General Dies. I made this assuming you need the General on board to benefit from the +1 to reserve rolls. If he can be held in reserve and still provide the plus one then I'd say swap out the 5 Jumpers w/ Malacite and field 12 Grinders, give your General Grind Boots and Upgrade his Banner to Krakuls Banner. That would leave you 1498pnts but you should be ok. The General has sat well at 90 pnts in test games but if anyone has play tested him and feel there's something wrong I'm still being all desperate and what not on feedback. Won't be able to get a proxy to play Vassal until Spring or early Summer as it were.
30006
Post by: Runna
http://www.dakkadakka.com/gallery/images-30006-15961_Dwellar%20Units.html
A link to what pictures there are as far as my part is concerned on the Dwellar, all said images are subject to change when any real artist takes helm of said work.
Added a stipulation to the Tresspasers as they were a bit OP. If they suffer a Weapons destroyed result they are treated as "wrecked".
Added a stipulation to Beasts that they cannot embark in any Transport that is not dedicated to them.
Though no one's posted any suggestions or gripes about current rules I wanted to address some things that may turn players off.
The Special Rules for instance.
Why Assailant and not just use Relentless? Relentless is a bit OP and usually units with said rule are Slow and Purposeful. It adds to the theme of the army that you can move and shoot heavy weapons with many squads but doesn't allow you to charge while doing so to incorporate a balance.
Stagger and Kick Back?? Pretty much size related and tek related, but also incorporates a balance with the ability of being ably to use powerful guns while moving. Stagger making taking strong assault weapons risky. I want every unit to be a choice a player would consider taking without some just blowing others away for specific builds as other codexes tend to find happening. Though this may still occur when experienced tournament players, or just good list builders, get a hold of and start using my codex, it hasn't happened yet. (Them using it or particualr units standing out better than others in every situation.) Allowing for very varied list builds between players that are both fun and competitive. (I perfer to use Keepers myself.) Yes, these two rules really helped balance that problem out.
Thick Skin. It falls into the armies big problem again. Though they have awesome blast weapons, they themselves are dwarf-related and should be shot down not charged. Thick Skin is actually a reminder to opponents that defeating them in shooting is usually the best choice. The units that are good at shooting you'll find (Boom Squad) will not have such CC related abilities. It's a dwarf skill and I enjoy it in the dex. It allows instant death from weaker guns and only instant death from more powerful CC units such as Warbosses and Dreads.
Trigger Happy: Only became an army wide-special rule because The Warbounds have it and Gorth gets it when he fails his psychic test. So, it just made it simpler.
Berserker: I really lost my USR book and I think there may be something similar somewhere in a codex, nonetheless, this stays an army wide special rule because the Guardian (soon to be named the Protectorate.) Have a race called Berserkers. All there units have this rule as does their HQ. Also you'll find it reaches the Beasts and Bullor and is not actually much of a hindrence unless your playign against a very good tactical player.
BloodOfAGod?? Yea, there are still the rest of the Special Characters who are Protectorate, so, this stays also. It only falls onto them so it won't convult up units. It's like an army-wide HQ ability, although there may be a unit in the Protectorate codex that has this, playtesting will tell.
Loyalty... again, many abilities like this, if there is a USR or something similar I didn't find it but I get impatient with searching sometimes and mostly keep hoping people will just point that out. Otherwise, should be a USR with this to save time on putting different variants of said skill in different codexes. Army wide rule because many units get this, it helps balance because in wiser builds you don't always want to take upgrades that have this ability just to get better leadership, but because of Beasts and Raiders low LD you may feel the need to, in fact, Ungdrin also have low LD and they make up a big part of the codex. Loyalty is a pretty big glue to keeping the codex balanced and making sure people make balanced builds.
Claimant?? It's not always useful and because you roll for game type- taking units with Claimant (Other than Keepers) may be a waste of points if you get apocalypse(was it?), which makes it iffy. I feel it needs to stay even more so, because now changing an HQ to a woman gives it a new ability, massive modeling and hobby fits there.
That's me addressing that. Hopefully I made good points.
30006
Post by: Runna
Ok, so I decided for some reason or another, to place a post about the Beasts.
For instance, the amount of Beasts that can actually take Infinities Plating.
Let's have a look, as no Beast per army can take the same exact upgrades.
Beast builds Item Code. IP=Infinities Plating SC= Serizian Cannon SCA= Shoulder Cannon B= Boomer SA= Serizian Axe MS= Massive Scythe
With Infinities Plating
First group of 5
(55pnts)1 - IP
(60pnts)2- IP+B
(60pnts)3- IP+MS
(65pnts)4- IP+MS+B
(65pnts)5- IP+SA
305pnts total for the first five all with the Infinities Plating. Not a bad price, expensive for five guys but throw them in a Lander and 325 pnts for a nasty deepstrike squad. Why get rid of their basic equipment or gun? Because you want the 2+ armor save and the 4++ invulnerable...you like less models more punch.
Second Group of 5
(70pnts)1- IP+SC
(70pnts)2- IP+SCA
(70pnts)3- IP+SA+B
(75pnts)4- IP+MS+SCA
(75pnts)5- IP+MS+SC
360pnts and well earned. Of course that is a gets hot wound for each one fired from the serizian cannon...is it worth it? Hell yes it's worth it, you have 2 wounds and a 4+ invulnerable save.
Of course, by this point you've spent 665pnts on ten guys, and maybe that's a bit much...then again, they are Beasts.
Third Group of ...2+1
Yea, that's right, there are only two more possible ways to get in that 4+invulnerable and 2+ armor save...and you need at least 3 beasts a squad so, lets add one with nothing for points sake, we need to save some points by this time anyways.
(80pnts)1- IP+SA+SCA
(80pnts)2- IP+SA+SC
(30pnts3- nothing
190pnts of maybe 3 won't cut it. Ok, you could add two more, but with a leadership 8 that is only effected if you have someone with Loyalty around, come on, does it matter? Player's may disagree at this point, but I digress.
12 total Beasts per army can get the awesome armor upgrade. None of them can take the same exact weapons. Very powerful units, but are they OP, perhaps in writing one may assume. I actually had Adrenaline pouches and no limitations on the the first time I wrote them, and that was OP, after playtesting, this idea seems to work, perhaps on the field you may find they aren't as great as you want them to be, or do exactly what you want them too.
Trick to getting the full fifteen???
Take A descendant, give each group one model carrying that descendant's banner. (HQ Descendants only as UMAR takes up an Elite slot)
Now you have three more possible builds with the banner and BAM!! 15 ridiculous Beasts...so perhaps I should write that they can't be given a Banner???
Transport problem? Take Bullor, two birds in one stone, start them all in Malacites, BAM!!! we've entered OP territory. Of course, that is almost your entire army in a 1500pnt game...so, have we really gone to far?? Have I...? No, wait...+60(extra two Beasts)...+120(Malacites)...+60(banners)...+240(Bullor)...wow(+75 and minimum+10 for upgrades)...you barely have any points left for troops...
Maximum cost of army with 15 Beasts that have Infinities Plating and Transports at minimum upgrade cost...1220pnts you have 280pnts left for your two troop choices. Not as bad as it could be, and you've got some really hard to kill... (3=some +Bullor) units...careful though.
Downsides, a lot of points for 16 models? psshh, you get 4 vehicles that are fast and CC units that have nasty Heavy Weapons and can still charge!!
Berserkers.. is rage so bad? It gives them +1St in this case as well, +1St, come on! Like they need it!
T 4, W 2, tons of anti tank...how is this a downside...??
Less models means anti-tank can easily choose to target the Beasts for instant kill hits and there are only 15 of them.
I said 4 vehicles flying them around!! 4+ Invulnerable saves!!!
Well, maybe Bullor shouldn't be able to be fielded with the Beasts...??
I am considering making it so Beasts will not fight under a descendant HQ, but...I'm not yet convinced, even with all my own arguments in creation written here, that even this mass spam of 2+ 4++ bad ass models (15 is spamming???) with 4 vehicles and the crazy descendant of destruction blowing gak up everywhere, that they are so ridiculously OP other codexes don't have answers for them as is. So, until further notice, Beasts remain the same...
Any one want to weigh in on my skitzophrenic reasoning??
30006
Post by: Runna
I guess no negative critiques is good, but, wouldn't mind a few, to help with any errors. None the less, going to ask a question that I'm sure someone will answer *sound of crickets*
Should the Dark Eldar chick that Gorth ends up being in a very unhealthy sexual relationship with be named ...ok, there's the problem, I don't know what to name her, any ideas? Anyone familiar with Dark Eldar fluff want to throw out some names?
30006
Post by: Runna
Gathered up the time to go over the story section and found some 'tense' errors in the stories and some small gramatical ones. Hope it doesn't cause any confusion or belittle the story too much, I won't be posting a new version until I have all the stories finished and some better artwork.
Units under consideration for point and/or equipment changes are...
Dwellar General
Bullor HQ choice
Survivors
If there are any other I myself haven't noticed, always anxious to learn if anyone else has. Thanks for downloading, hope my hardwork leads to someone having enjoyed a balanced game with my codex.
30006
Post by: Runna
 IMPORTANT CHANGES
I seem to keep forgetting to put in the codex the VERY important fielding rule that:
NO TWO HQ CHOICES WITH THE BLOOD OF A GOD SPECIAL RULE MAY BE FIELDED TOGETHER
Also, Forling's Psychic Manifestation backlash does not JUST cause Berserker it also causes Slow and Purposeful.
*For arguments sake please remember failing of the Berserker test results in RAGE USR for the rest of the game no exceptions.
After carefully observing the massive bonuses that Bullor contributes to an army it took several playtests but he has prooved to be point efficient because he can only be an extremely good mobile artilerry with a small blast pie that may kill your units, or he can be a good mechanic. His point costs is indicative of the Malacite Rule and The Krakuls Markings and Banner's he grants. Also the fact that he can take Adrenaline pouches is up for debate but until someone says nay he gets to keep it.
However Beasts are no longer aloud to take transports AT ALL Except a Lander of course .
Gorth, as I recall, seems OP because of his manifestation, I dulled it down, now he only gets 1D3 extra hits for each succesfull shot with his pistols during the shooting phase. Other than that, remember he's only T 4 in regards to instant death, does not have Eternal Warrior, and only has two wounds. His high point cost is not because he's damn good at shooting, it's because he lets you take bikes as troops, including heavy ones, and give them a parthos banner. Otherwise he would be much, much cheaper. He is however too good in low point games and thus has a restriction of over 1k point games.
Consider building lists in different fashions. For instance, I recently playtested a marauder list to see if it was fun, and I had unpacked my guys so I wanted to use them. The list was hard to play with, but won an objective game because I fielded to female Generals. Did an annhilation game and my orks kind of swalloed them up, General got killed by a nob and one got overrun by boys. Two Generals at 500 pnts a bad idea, better off with one well upgraded General than two. I just wanted to test the female variation.
I also ran bikes, but the Eruptors are like bombs, they pretty much explode, take something with them, and then they aren't there the next turn. Only 500pnt games I wouldn't suggest fielding Eruptors.
Also, Timer may be undercosted...If I can get to the gaming store I'll try and find some people to let me playtest against them and non-ork armies to see how Timer fairs. Best bet is field non SC squads and balance thus far should be to everyones liking. Unless people are just going bambi on me, and not saying anything because they have nothing nice to say...  I'll hope that's not the case.
I enjoy it, so will keep with small updates throughout my time on DakkaDakka, can't let all this hard work go to waste afterall right. I imagine some modeling and artwork would help the cause, but...I'm a bit stacked with no being able to do that right now.
31885
Post by: chrisrawr
Ill look itover when I get home
30006
Post by: Runna
Thank you good sir
30006
Post by: Runna
Considering the following changes.
All banner carriers may be treated as Independant Characters in CloseCombat.
Infinities plating will give Slow And Purposeful.
Warriors of the Troor may only be fielded in games of 1500pnts or higher.
Just considering them for now, not certain as to whether or not I will make these changes.
43229
Post by: Ovion
Runna wrote:I guess no negative critiques is good, but, wouldn't mind a few, to help with any errors. None the less, going to ask a question that I'm sure someone will answer *sound of crickets*
Should the Dark Eldar chick that Gorth ends up being in a very unhealthy sexual relationship with be named ...ok, there's the problem, I don't know what to name her, any ideas? Anyone familiar with Dark Eldar fluff want to throw out some names?
Here, have some help
1: Dark Eldar won't really have convoys, it'd more likely be a Raiding Party, or slave fleet.
2: You could call her Inanna (represents sexual love, fertility, and warfare)
30006
Post by: Runna
Ovion wrote:Runna wrote:I guess no negative critiques is good, but, wouldn't mind a few, to help with any errors. None the less, going to ask a question that I'm sure someone will answer *sound of crickets*
Should the Dark Eldar chick that Gorth ends up being in a very unhealthy sexual relationship with be named ...ok, there's the problem, I don't know what to name her, any ideas? Anyone familiar with Dark Eldar fluff want to throw out some names?
Here, have some help
1: Dark Eldar won't really have convoys, it'd more likely be a Raiding Party, or slave fleet.
2: You could call her Inanna (represents sexual love, fertility, and warfare)
Thank you, I like this name, and with this I went and did an overlook of the codex and made some changes according to playtests and reading of other codices.
Changed all Guardian references to Protectorate
Fixed some grammar, most likely not all, as well as tense issues in stories and fluff.
Bullor now only allows Fodder and Survivors to take a Malacite, not all infantry Units.
Krakuls Banner only gives +1 A on the charge.
Mullun's Banner still gives +st but only towards wounding not towards counting Instant Death
An Asar also negates effects of Banners with the exception of Artifer's Banner.
Survivors now have Initiative 3
Asar's also now have 4 wounds
Units that are given the SlowAndPurposeful Special Rule when Forling fails his psychic test do not benefit from Relentless.
Gorth's bike gun is no longer a twin-linked Slicer, a Slicer is however, now, AP 2. (Which has little effect on the codex since its a Protectorate gun.)
No point changes have been made. Other changes discussed before were adressed in the ways seen here.
Bullor needs more playtesting before I change him as does Gorth. They are as is and workable for the time being.
Banner's granted by having a Descendant in the army can be taken by any infantry model as usual, but they must replace one weapon to weild the banner. They will not be treated as Independant Characters in CC.
Will post the updated Codex after I finish the story with the Dark Eldar Chick (Inanna) and Gorth.
30006
Post by: Runna
Posted Update, all feedback welcome. (Sorry for quickly uploading.)
Fixed some name errors in the new story and the page references on equipment.
If you find any mistakes let me know, or things that completely ignore fluff from other races, and I'll take a look at it as soon as I can, (which is usually any work day.)
1.8 is up.
30006
Post by: Runna
Er, so I was list building again and noticed a flaw I should have fixed long ago, the Shoulder Cannon is too strong. It is now St 7 Ap 5 not St 8 Ap 4. Also the Crusher Cannon is now St 8 Ap 4 not St 8 Ap 3 Until I finish the next story I will not be uplaoding another update so please feel free to fix that yourself or ignore it as it's not in your version. Current list I want to try proxying is... HQ Dwellar General w/ Parthos Banner and Teks' Destroyer, 115pnts Dwellar General w/ Mulluns Banner, Serizian Ax, Infinities Plating and Nasty Repeater. 140pnts Troops 1x 15 Keepers w/sight locks, 5 Head Splitters, 5 Maulers, and a Birtha w/ Boomer 280pnts 1x 15 Keepers w/ 5 Head Splitters, 5 Maulers, and a Birtha w/ Crusher and War Hammer 215pnts 1 x 20 Survivors w Draw Pistol and Steel Ax, 4 Warhammers, and Adrenaline Pouches. 340pnts Fast Attack 2x 10 Grinders w/ 4 Lekros Cutters, 3 Blast Drones, 1 Nasty Repeater, in a Malacite w/ TL Crusher and Markings of Tek. 430pnts 2x 8 Dragons w/ 3 Lava spitters, Dragon Tamer, in a Driller 480pnts That's a 2k list that may have trouble but I like.(Shooty and CC General made it in. The +1 to reserve rolls does not stack by the way.) The anti-tank is with the Blast Drones mostly, but the shooty General will stay with the sight lock Keepers and he has a Tek destroyer for decent Anti-tank...though it's just a heavy 1. The Birthas I took for the guns. The Malacites for both Gunz and protection. That's three St 7 Ap 3 shots on board, plus a St 6 Blast...though Kick Back may be a problem in that Keeper group. the Survivors kitted with the Adrenaline Pouches I've only tested once and was weighing whether or not to make them ten points base with the pouch being +5...not sure yet. 12 seems right so far, they'll be with the CC General and coming up the middle. The Grinders out-flanking in the Malacite will hopefully be within the Loyalty center of the Dragons who are Slaughter-Infantry. Though they only perform when I play them well, otherwise they're just fun fluff units. I think they'll do good in this list as they also bring Drillers. Idea is to use the Driller to try and pop transports then disembark the Dragons to burn the the crap out of whatever was in there. Driller are also good anti-tank, small risk involved. OH! Changed the Drillers to 1d3 St9 hits against a vehicle, so, bigger risk than before. I only did this because they can easily be spammed, so I had to make them less useful for possible Spam Driller lists. Well, obviously I'm overtired, hence long post. Later Dakkites. (List critiques?  )
30006
Post by: Runna
Finished the last story, posted Final draft until negative feedback jars me to overlook mistakes and the like. Planet Cracker codex is FINISHED!!!!!!!
I'm happy about it, obviously, I'm not much of an artist, but I am trying to sketch stuff out to fill in those places I want pictures to be. It'll be a long while before I get the dwarfs my friend gave me so I can model an army and give you a look at how they come from my mind. Feel free to just have fun with it, remembering everything except Groz and Dragons are basically Ork size. Children of Lekros need to be more Imperial Guard like, but buffer. Converted Ogryn would probably work.
Dragons are not as big as Groz, but they have scally skin, and really look a bit like lizard and dwarf people, though their women are beauties and fair.
Gorz are like Vikings, simple as that, Asar's are pretty massive, Warboss like massive, and should be modeled as such so that 6" radius they give is more effective.
I asked a question and got an answer, and based on the answer I decided to post things pertaining to the Protectorate on this post.
I will be posting a lot of the unit choices and really looking for critique on them, as the Protectorate are mroe difficult for me to write stats for. Their army is a less is more kind of army, with high armor and tough weapons. I also don't have the playtesting group I had for the Planet Crackers. So, well, anyways, I'll post the choices as I write them up.
Thanks for checking in on it, thanks more for downloading, thanks a thousand for playing and reading the Codex, hope the games are fun and nothing is too out of place.
-Runna (A very Happy warboss at the moment.)
31885
Post by: chrisrawr
Loyalty rewording: Dwellar units within 12" of a model with Leadership must use the Leadership value of such a model instead of their own for Morale Tests. Reason: Keeps it simple, has the same effect, cuts down on wording and confusion.
Berserker: At the start of each turn, this unit must pass a Leadership Test, or gain Rage and +1 Strength for the rest of the game. Reason: Leadership tests are unaffected by Loyalty and Fearless.
Blood of a God: This model's invulnerable save is improved by +1, or it gains a 5+ invulnerable save if it didn't have one. At the beginning of each turn, roll a D6 - on a 1 or 2, this model loses the benefits of this rule for the turn.
Kick back: This one is tricky, because you want it to affect vehicles - it would be easier to say that the vehicles brace them., but I'll stick to the spirit of the rule. "Before a non-vehicle model fires a weapon with Kick Back, it must pass a Strength Test, or be moved 1D6" away from the target. This movement does not affect the shot's distance for any purposes, including range or night fighting, etc. If the model is part of a unit, roll only 1d3" Instead, and the entire unit is moved (following normal movement rules). This movement is negated by coming within 1" of an opponent's models, or impassible terrain. If the model is in a transport vehicle, failing the Strength test instead results in a Crew Shaken result for the vehicle, resolved after the unit is done firing all weapons with Kick Back, but before any other weapons may be fired. A successful Shaken result stops the rest of the units' shooting"
Consolidates the rules into one blurb, removes the abusable clause of Kick-Back weapons stopping firing (just shoot them 'last' under your wording, and nothing bad happens D  clarifies intent, etc.
Stagger: When this weapon is fired as part of a non-vehicle unit's shooting, roll a D6. A "1" that unit may not make an assault move this turn. Reason: Clarifies intent and removes need for walkers clause.
Looking through the army list entries on balance now... Raiders seem a bit powerful (S5 on the charge for 14 points, 2 wounds, 4+ save, can have hammers, 4 attacks on the charge, WS5... these things will chew through lots of dedicated CC units) Maybe at 17-20 points per model...? I can see units of 8 Raiders with a Claimant being the backbone of a lot of Dwellar armies.
Most of the other things look fine from here.
30006
Post by: Runna
The re-wording is well put. Going to make some changes there.
As for Raiders, they don't have a 4+ save, they can get a 5+ save for 8 points, which makes them 22 points with a save, a little more than nobz with less upgrades.
Without the save their point cost was always up for me, but I think in this case I've never been good with deepstriking, and they almost fail me every time I paytested them, so I settled at 14.
I did however want to make a codex where people would be doing really good with very different lists from one another, so it's possible someone who is good with deepstrike could use them a hell of a lot better than me, in which case I may have undercosted them, they just didn't perform for me during their playtesting. A Claimer for instance, almost completely neccessary. I'll try some more list building and see how badly I can abuse them.
31885
Post by: chrisrawr
Also, I can't find a few of the weapons, such as war hammer.
But yes, let's look at them in comparison to Nobs, overall.
Nobs: Cost - 20 points.
Raiders: Cost - 14 points.
Nobs: WS4 BS2 S4 T4 W2 I3 A3 Ld7 Sv6+
Raiders: WS5 BS2 S4 T4 W2 I4 A2 Ld8 Sv-
10 Raiders (140pts) vs 7 Nobs (140pts), Raiders charge -
40 attacks, 28 hits, 19 wounds, 16 unsaved, nobs daed
Nobs charge -
35 attacks, 18 hits, 12 wounds, 6 die.
Same time - 30 attacks, 20 hits, 10 wounds, 8 unsaved, 4 die. Ld passed on 6 or under.
The only difference is power weapon availability - if war hammers add to strength or are power weapons of any sort, raiders need to skyrocket in cost.
30006
Post by: Runna
yea, it fell under availability. On the charge Raiders wipe Nobz.
With Upgrades, Nobz destroyed Raiders.
War Hammer just subtracts one from an armor save on the charge.
So Nobz wouldn't even get a save if they had hammers.
For the 30pnts to get a painboy, you isntead get a claimer.
Nobz get FnP, and subsequently wipe the floor with my Raiderz.
I think nobz are only 20pnts because of their upgrade options. I.E. Big Choppa's, PK's, Painboy, Warbikes.
They get 4+ for only 5 points, though a lot of people don't take it, as well as 5++ for five points with the Painboy addition.
Linear nobs aren't worth the points, which is the original reason I costed Raiders at a lower point, 14 stayed after testing, maybe I could make them 17 points and drop the Chain Shielding to 5 points as an upgrade instead of 8 points as an upgrade?
Just noticed the table of contents was off by four pages after the fluff. (Happened because added pages when I wrote the last story.) So every page on the table of contents (After the stories Only) should add four to the number, 22 becomes 26 etc.
31885
Post by: chrisrawr
And the serizian weapons?
Nobs are 20 points in part because of their options, and in part because they are beastly in CC. Adding klawz to the mix only matters if those klaws get to attack. If I charge your 400+ point nobs mob with equal points of raiders, raiders win hands down; if they get charged (say a multiassault on 3 groups of 7 raiders), they're still going to wreck, because of equal initiative.
At 17 points with the war hammers, they're dominating any sort of meq lists. Terminator deathstars are getting smashed. Dark Eldar incubi get tossed around. Chaos Bloodcrushers hide in shame. The more I look at Raiders, the more I see no reason not to take 6 full units of them in many matches.
30006
Post by: Runna
They didn't do good against the termies, but then again, my friend had that guy that gave the termies FnP...
They didn't make it to the Incubi, they got slaughtered by the wyches.
Eldar's Banshees tore through them.
My Nobz ate them to bits on the charge, but again, had FnP and Big Choppas, and 4+ saves. With one PK, it was versus 10 Raiders no Claimer and one Serizian Ax.
It really could of just been bad rolls.
The Serizian Ax was good with the one guy, but it counts as 2-handed. The War-Hammer is also 2-handed, so it takes away their extra attack with the pistol.
They can only take one Serizian Weapon. Taking a Claimer gives you an extra one.
I think the Raider case you make has changed my mind however.
I will boost them to 17pnts a model. Unless playtesting shows them dominating, I can't agree to a larger point boost, but you did make a good case for this boost. That way, with Warhammer, they are 20pnts a model.
I've brought their WS down to 4, and Beasts WS down to 5, I feel Beasts should not be as good as the Children of Lekros skill-wise. Though they are likely to win combat. This made me think of that. So, at 25 pnts, they get a Warhammer, making them better on the charge but short an attack and a 5+ armor save.
The Groz only list I builthad
4x 10 Raiders in Landers. (9+Claimer)
2x 10 Keepers in Drillers. (9+Birtha)
All more or less kitted for CC not shooting.
2x Asar w/Artifer Banner
3x 5 Beasts W/Landers, Asar's attached.
That list led to Asar's getting an extra wound and Beasts not being aloud to embark in transports that weren't dedicated to them. The Raiders didn't come out of that game with a point change, it was the first game they did me any good, though one scattered into the Warp...
The Lander rule may need some changing. It has gone through so many different wordings. Ultimately I'm tempted to just leave it as is and add that it scatteres 3D6, to turn people away from trying to pop tanks with it, which is what I tried to do and got me scattered into the warp. Keep in mind, if you do pop a tank, and it is dangerous terrain all around the wreck, as it would be, the unit can't disembark and counts as dead. (So if that's why you're taking it, you're paying 90pnts (115pnts now) for a suicide, hit or miss squad.)
I'd rather it counts as ramming the tank as if it had moved 24" for the ram, should it land on top of it, and all models in the Lander are considered dead. Models in the vehicle that was rammed will follow rules as usual per Vehicle Destroyed! results.
The current wording is just the best I could come up with after a while. It takes actually playing it to get used to it...
31885
Post by: chrisrawr
Eh, with WS5->WS4 17 points may be too much. A large chunk of their effectiveness comes from that 'oomph' they get from hitting on 3's.
Why wouldn't a unit be able to disembark into dangerous terrain 0_o?
30006
Post by: Runna
How about WS 4 and back down to 14?
They have been arena fighting since they were 4 years old...so WS 5 isn't out of the question.
I'll mull it over, either way Beasts are WS 5.
You're also right, after looking it over the current wording for the Lander, I must have also been asked that question before, which is how the wording came to be as is. So unless it is impossible to place all of the models within 2" of the original point of landing, regardless of dangerous or difficult terrain, they will still be placed. Just suffer the hits and any other penalties applied. (i.e. pinning.)
Sometimes I forget how certain things came to pass. Like the Raiders were orignally WS 4, and 14 points, then after writing the fluff I buffed them to WS 5, but didn't change the points. I'm reminded of this now.
What would you say is better, WS 4, 14 pnts, or WS 5, 17pnts??
31885
Post by: chrisrawr
Eh, fluffwise remember that it's hard to justify WS5 without going over the heads of space marines.
At 14/17ppm... yeah, alright I can see Raiders being fine. I can't find anyone to playtest this with or I would. I'd prefer them 14ppm/WS4.
30006
Post by: Runna
14pnts WS 4 it is.
30006
Post by: Runna
THE PROTECTORATE anyways, unit choices I need help with. I would post Serizian Dragons, or even Stone Breakers, for people who wanted to field them. Serizian Dragons would be the size of a drake sized model, which I think Fantasy or Forge World may have some. Stone Breakers would be Eruptors, with a casing over the riding and two half-sized artiller cannons on the side with a cart behind it connected carrying the battery and/or the shells for said cannons. I'm not going to post them yet, you are free to yell at me for building it up and then not doing it. Here is where I need help. Point costs, wording, possibly destroying or changing some of the psychic powers listed...etc... The HQ choice, Priestess of Alliyah ...35pnts Type: HQ/ Infantry Composition: 1-3 Priestess of Alliyah and/or 0-6 Alliyah's Guards WS 3 BS 3 ST 3 T 3 W 1 I 4 A 1(2) LD 9 SV 5++ Wargear: Garments of Alliyah, Godess's Staff, though they do not carry one, they are treated as having an Alliyah's Banner. Garments of Alliyah: 5+ invulnerable save, 2+ versus psychic attacks. (This includes any wound caused via psychic power caused by an enemy.) Godess's Staff: +1 A, Force Weapon Special Rules: Claimant, Psyker, Priestess's Casting Priestess's Casting: All Priestess of Alliyah in one unit must choose to use the same psychic power. They use the highest leadership amongst the priestess's casting. Independant Chracters may not join this unit. The effects of said psychic powers will change according to how many priestess's are in a unit casting said power, as listed in the details of each power. Only one power may be cast by the unit a player turn unless they have an ancients scroll in which case a second is allowed with the negative to leadership applied as per the scrolls rules. A Priestess of Alliyah may be accompanied by up to two Alliyah's Guards. (Thus 3 may be accompanied by up to six.) Psychic Powers: (non-upgraded) Wargear Upgrades: The unit may choose to take up to two more psychic powers, each power that is purchased is given to each priestess in the unit. Psychic Power Upgrades: There is one upgradable Special Character to this unit, so sorting out the powers and the costs is important to me making the cost of said Special Chracter. Thanks for any and all help Dakka. Keep it civil when pointing out anything that may be OP. I'll notice it as soon as you say, right now I'm blinded by my affection for the fluff of the unit.
30006
Post by: Runna
Alliyah's Guard ...20pnts a model WS 4 BS 4 ST 3 T 4 W 1 I 5 A 2 Ld 10 Sv 4+ Type: Infantry/ BodyGuards Unit Compisition: 1-3 Priestess of Alliyah/ 1-6 Alliyah's guard Wargear: Baptized Blade, Baptized Armored Cloak Special Rules: Fearless, Priestess's Guards, Counter-Attack Preistess's Guards: All wounds allocated to the unit Alliyah's Guards are in, must be re-allocated to any Alliyah Guard that has not fallen. Wounds cannot be allocated to the Priestess's of Alliyah as long as even one Alliyah's Guard remains. (This does not effect Perils of the Warp. It does effect Psychic powers that remove models. If a test is made to remove a priestess, instead take the test with a remaining Alliyah's guard, and that model will be removed in the Priestess's place.) In addition, when Alliyah's Priestess's cast Aura and an Alliyah's Guard is part of said unit, the guards in said unit gain +1 WS, +1 ST, and +1 I. Wargear Upgrades: Any model may swap their Baptized Blade for a... Baptized War Sword ...+10pnts Any model may take... Helm of Alliyah ...+15pnts Breakdown of new equipment rules:
30006
Post by: Runna
Troop Choice
Watchmen ...14pnts
WS 3 BS 4 ST 4 T 4 W 1 I 3 A 1 Ld 8 Sv 3+
Unit Type: Infantry
Composition: 5-10 Watchmen
Wargear: Protectorate rifle, Protectorate armor, light boom stick, flare marker
Special Rules: Counter-Attack
New Wargear Breakdown:
30006
Post by: Runna
Upgardes to the Watchmen in Consideration.
One model per unit may exchange their Protectorate Rifle and Flare Marker for a...
ATR-Type 7 ...+15pnts
For every two units of Watchmen per army one may be upgraded to...
The ICF (In-City Fighters) ...+6pnts a model
WS 4 BS 4 ST 4 T 4 W 1 I 3 A 1 Ld 8 Sv 3+
Unit Type: Infantry
Composition: 5-10 The ICF
Wargear: Protectorate Armor, ICF Shotgun, ICF Knife, Light Boom Sticks, Boom Sticks
Special Rules: Counter-Attack
The ICF may take...
Extra Armor...+5 pnts a model
New Wargear Breakdown:
30006
Post by: Runna
Let me speak of the Thane. First of all, the Thane HQ choice for the Dwellar: Protectorate, are a shout out to Fantasy, obviously. They are however, not exactly as they were, and the differences, unlike the previous additions, which names pretty much said, "No Fluff Required", these may require a bit of fluff to understand why they are written as so. Firstly, The Protectorate's main difference from the Planet Crackers, is the availability of technology. This one factor has changed the very way they fight, and conduct themselves on the field over the last few thousand years. The Planet Crackers endure hardcore training and suffering and are put into units and divided and were even genetically altered to be dangerous infiltrating, destructive, chaotic like waves of war. The Protectorate are given the best armor and guns to make sure waves of war never even reach their cities. This leads to very accurate shooters, and not nearly as skilled combatants. The only reason that any of the Protectorate are trained as well as some of them are in hand to hand combat, is because of Tyranid invasions, and the other job the Protectorate forces have; which is policing the Planet Cracker cities. The ICF in-particular have spent as much time fighting their own criminal brethren as they have Tyranids. Knife fighting and close combat tactics have been a necessity of the most of The Protectorate forces. Though they lack the mobility or fluidity of the Planet Crackers skill, they have a very strong sense of ground and are well trained to always counter an assault. The Thanes of the Protectorate are the ones who are required to train all basic units of the Protectorate. It inspires a strong respect for the leaders of Protectorate cities when their Thane is also fighting and training the fighters. Thanes are often put as leaders of districts from world to world, and these leaders must earn the respect of the Planet Crackers as well, as they do not train or usually fight alongside them, they must earn this respect in other fashions. Often they will put on fights with popular prisoners, defeating them, sparing their lives, and using the defeated prisoner as an example of The Protectorates worth and strength to the Planet Crackers. This tradition has worked since the rebellion of Grush, when The Groz attempted to declare independence. You will not find this rebellion in any history books in The Protectorate Libraries. In fact many of The Protectorates weaponry and advancements came from the Children of Lekros pillaging parts of things they killed and bringing them to Tek, and later to Yuler. Most of the equipment that ended up in The Protectorate forces are very similar to Space Marine equipment. Even the Protectorate armor is a modified version of the suit. The natural strength of these Dwellar did not need much enhancement, and the need for all of them to take up armor and weapons when they reached age made their basic body structure all that more powerful as the years went on. Yes, female and male Dwellar in Protectorate city take to service after they have had child. They have quite a large number of soldiers, but their strategy has ever been less is more. For the mere purpose they know they are heavily outnumbered by their foes. The Thanes job is to not just keep a city in order, but too assist his forces in minimizing losses, so many Thanes bring different skills to the table that are of more assistance to their troops, where as Generals are walking Weapons of War that make it easier for troops to attack. Thanes are meant to keep up powerful defensive lines. What occurred over the years however was that the Thanes from each sub sequential home world grew very differently due to the massive inhabitants of said world. The Thanes on Grush for instance, became very powerful Warriors, which was necessary as Grush is well known as the home world of the Groz. Groz have colonies on many worlds, but on Grush, their population is nearly 23 billion. The Protectorate on Grush do not even police the Groz cities, they merely except prisoners when the Groz decide one of their own has done too much wrong. The Thanes from Grush must be powerful enough to sometimes walk into a Groz capitol and deem a Groz Beast or Raider a Criminal and then defeat the Beast in combat. Each Thane, from a separate home world, will have their own unique traits, as it is, and thus when choosing a Thane HQ, you must choose the home world he or she comes from, and this will be reflected in stats and abilities, as well as equipment. All new worlds conquered are named after the first Thane to successfully convert a city to Dwellar, and the Thane's name is then written in the book of Stone. Which is the ultimate reward for Thanes who take to the skies. To become a Thane, you must have shown extreme clarity in the field, a knack for training and fighting, and more importantly a high intelligence and resistance to the chaos that instills fear or disorder in the common soldier. Thanes are personally chosen by Artifer, and they are the highest ranking officials in Dwellar society outside of the Ruling Council which consists of the Descendants. THANE HQ Thane ...50pnts WS 4 BS 4 ST 4 T 4(5) W 3 I 3 A 3 Ld 10 Sv 3+ Type: Infantry Composition: 1 Thane Wargear: Protectorate Armor, Light Boom Sticks, Boom Sticks, Gun Belt Special Rules: Independant Character, Loyalty, Thick Skin, Counter-Attack Upgrades: A Thane may take any of the following... Grind Boots ...+3pnts Sight Lock ...+5pnts One Laceration Bomb ...+15pnts The Thane may exchange it's Protectorate Armor for... Infinities Plating ...+25pnts He may instead choose to Baptize his Protectorate Armor for +15pnts The Thane must take a gun for his Gun Belt in addition to any other weapons he is carrying... Draw Pistol ...free Long-Chambered Pistol ...+5pnts Shrapper ...+10pnts Serizian Pistol... +15pnts Glory Gun... +20pnts You may only field One Thane Per Player Army. When Fielding A Thane You Must Also Choose the Thane Type from the following. Durin Thane ...+30pnts Grush Thane... +50pnts Aulin Thane... +35pnts Aurul Thane ...+50pnts Doral Thane ...+60pnts Rules For New Wargear: That took some time to make and post, I'll tell you what...Feedback Appreciated.
30006
Post by: Runna
Making a Film now so I've no time to work on the codex and haven't read much of sixth, which may reflect in some of my other posts. As far as this goes I did adjust something on the Thanes. That being that the Grush Thane can field Raiders without the need for a Planet Cracker HQ choice. Lots of love Dakka. Thanks for reading, even if you don't reply. Hope some of you are playing them succesfuly or with enjoyment. All Smiles.
|
|