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Made in ie
Crazed Spirit of the Defiler




Ireland

Hey all, Was wondering if you could give me some suggestions for putting together a Arco-Flagellent for a DH fight.

At the moment I have

Arco-Flagellent
WS 40
BS --
S 50(Brute bonus Included)
T 40(^^)
AG 20(Brute Deficit)
Per 30
WP -
In --
Fel --

Wounds:15
Movement 4/8/12/24 (See below for reason)

Traits:
Brutal Charge (+3 Dmg on a charge)
Dark Sight (See in dark)
Fear(2,Wp test for anyone approaching it at (-10) Difficult)
From Beyond (Nothing mental)
Soulbound (To its master. Gains Brute mutation)
Brute(+10S +10T -10AG)
Unnatural Speed(Doubles AG Bonus)
Natural Weapon (Electro Flail,1d10 + Sb. Impact,Shocking,Flexible) x2

So what do ya think? Too powerful? The plan is basically to have the Acolytes on a ship in the warp. Flagellent gets loose. Ships defenses badly wounds the flagellent while it runs rampent.(Yeah I know its in the book as a suggestion at one stage. Sorry first test game )

My only concern is that the characters simply won't be powerful enough to take it down. But I also don't want to take too much away from the game by having the defenses do all the work. Suggestions?

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in ie
Crazed Spirit of the Defiler




Ireland

Righto tried out the game. The encounter happened in the a huge cargo hold. I set it up so that the Flagellent had to cross about 100m to get to the Acolytes and in the end sustained Autogun fire tore the flagellents head off.

Tbh I think had it gotten into cc it woulda been good game but 3 turns of gun fire basically ended that thig pretty fast.

By the 37 keys of Tzeentch,We open the way for our brothers,
By the 1000 whispers of Slaanesh we call to them,
By the 12 plagues of Nurgle we fell their enemies,
And by the mighty axe of Khorne we cut open the world for them!

- Ritual of Summoning, Recited by Amphion and Zethus Dark Sorcerers of the Deimos Peninsula,Kronos


 
   
Made in ie
Joined the Military for Authentic Experience






Nuremberg

Hmmm.
Must remember that if I run something: provide cover and corners for ambushing.
Do you find it easy to run?

   
Made in se
Regular Dakkanaut




As a rule I usually find that as long as you give the players the posibility to run away you can pretty much throw anything at them.

As for the Arco flag you have statted out, I was very suprised too to see them not have a template, they did after all seem the ideal servants of an Inquisitor to send along with a group only to have it go berzerk.

Anyhow... WS 40, not a problem.
S50, T40 odd, the tabletop game have those stats the other way round
Anyhow I cant really se any reason why a group of henchmen should not be able to take one down even if the encounter happened in a tight space.

Stelek wrote:Dude, you cannot FNP MC CC attacks. I don't care how you "read" the rules. I even don't care if you are correct and GW says you can. lol
In short GW rulings are void!  
   
 
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