Blood-Raging Khorne Berserker
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Hi there fellow dakka members!
On the very birthday of warhammer 40k itself my Local GW store will launch a kill-team tournament which will hold on for a month.
It involves getting blessings because the backrgound is that many an army got staged by the chaos gods to fit as playing pawns on a ruïnous chaotic planet., whenever a battle is won, you receive a blessing.
I'm fielding a deceiver shard, (they allowed me to even field him 10 points over the allowed 200, bcse a 4+ inv and 4 wounds aren't all that difficult to take down, and also to prevent people from nagging, meh meh meh you MUST take two powers, meh meh, so I have two powers!)
Now we can invent any kind of blessing, ANY kind, even rules etc. But we need to assist these blessings with a freakin awesome fluff story behind it and a really cool conversion as well. So here's my starting fluff for when I enter the tourney, from there on I can build the blessings up and running with cool background!
hope you like! =
The deceiver's ascend
While Bruno angered the chaos gods (mostly khorne, he really loved that plant) by his most dishonoured deed, Tzeentch came to overlook the situation as well. As his swirling presence took time to study the army strewn planet, he finds an ancient adversary lying dormant. The Necrons, but Tzeentch felt a great power source in the center of a small tomb which was somehow very different than any other power source. Tzeentch wanted whatever was hold down there. The Necrons restrained a c'tan shard. Tzeentch send his Horrors and the Necrons were quickly overthrown. Once the c'tan shard was released Tzeentch felt that he found the very being that could give him a huge dual he always wanted. This shard belonged to no other than the deceiver, yet even with its release, the shard is still but a mere shard.
Tzeentch, no matter how much his material nemesis it is, wanted to challenge the shard. The slight conscience of the shard took better manifest over a while and realised what it was. Freed from Necron shackles it wanted nothing more than revenge,Tzeentch promised him revenge if he would play his game.
The deceiver took the challenge.
But while Tzeentch wasn't probing the shard, he deviced a plan of himself to trick Tzeentch and only take benefit out of this challenge. Since the shard with even the slightest part of his thinking that once belonged to the full Deceiver, can trick any other living being, it's only a matter of some growth and planning to trick the trickster. The game is on, both deceiving and planning entities are getting ready to trick each other in twisted plans and faiths. The victor of this challege will neither win or lose, yet if Tzeentch were to lose this race to trick, it might end the God's chaotic life forever for the entity of planning and scheming has been out-planned and out-schemed. A facet no mortal could ever even slightly pathom for it could guide the galaxy to a strong and heavy collapse. This can only be staged amongst Gods. Careless and selfish Gods.
And for people who wanna see the cool picture
| Filename |
The deceiver (kill team fluff).pdf |
Download
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| Description |
Pdf, look and read ;D |
| File size |
47 Kbytes
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Blood-Raging Khorne Berserker
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The Deceiver's Blessings:
Madness (C'tan / Tzeentch blessing)
The Deceiver has realised his mind games over other's can be quite destructive, many a foe has been found dramatically frightened of his mere presence, he felt this, and has found an entrance to other's their minds. Now he can mangle their thoughts with horrors unimaginable. Tzeentch found out that his tricked subjects have been terrorised by the c'tan shard. Tzeentch had to admit that he expected those foes to be a bit more brave and therefore helped the Deceiver gaining his new grand ability.
The Deceiver gained a shooting weapon =
MADNESS : Range 12" S X AP X Assault D6 + 1
Madness : Roll the assault D6 + 1, the number you get are all hits which may be distributed among chosen non-vehicle targets within 12" range (you may not give one model 2 or more hits, when all the targets are chosen roll to hit as normal), Every one hit must pass a leadership test on 3D6. When failed the model is removed from play, if passed, he may continue the battle as normal. invulnerable saves can be taken against these hits (for they can block the mind lock) yet it can never be better than 4+ for even the best wargear can't stand the forces of a material god.
Control : The Deceiver may not fire another weapon this turn for he needs to focus on the minds of the mortals, the maddening itself is easy, but in war the attention of even a shard of a god can't always focus on awesome powers, he can only use this power once every 2 turns (example, if he used it in turn 1 he cannot use it in turn 2, but can in turn 3)
Shroud of Deceit (C'tan blessing)
Tzeentch bothered the C'tan with a slightly different challenge than anything else he can easily do. Objectives truly aren't his best shot, for a shard alone might be powerful but he can't claim objectives which many can take from him. Yet the Deceiver learned from battles hence forth and came with a solution of his own. He managed to attain the power to make a copy of himself which can act, move even attack like him but isn't truly him. Besides that he also found out it's quite easy to shroud himself from view and therefore will never start as himself ever again. Though if his copy were to take damage he isn't all that safe from it. He can always terminate the copy and reveal himself.
SHROUD OF DECEIT: The Deceiver starts the game with his fake, this model has all powers and blessings of the normal shard. At the start of any of the c'tan movement phase he may wish to terminate the fake and reveal himself, the real shard may be placed within 24" of the fake shard. this can only be done once per game. If the fake shard were to have wounds already, the real shard must take a save for each wound the fake had.
Worldscape illusion (Tzeentch blessing)
Tzeentch noticed the c'tan's ability to change every fabric of the material realm with ease. Willingly giving him another challenge to let him evolve his ability to a much more larger scale. The Deceiver willingly accepted the new challenge given knowing this power will aid him throughout his plans. Winning the challenge thinking he has won, the c'tan doesn't realise that his new powers aren't all that pure. Tzeentch altered it dramatically to fit his schemes. With every change in the landscape a dot of pure tzeentch magic will be manifested and act as a beacon for the Chaos god knowing what happens in its vicinity. Knowledge is power.
WORLDSCAPE ILLUSION: Once per game at the start on any turn, the Deceiver may redeploy D6 pieces of terrain. Models standing in or on terrain will simply be dropped wherever they stood on the terrain piece, straight on the table, if the distane dropped is beyond 7" then there is a chance they drop to death. The model must then take a dangerous terrain test which fails on a 1,2 and 3. Models can be (if possible) placed in terrain this way.
Reïnforced Manifestation (C'tan Blessing)
The Deceiver has absorbed a massive amount of lifeforce and so he regained a portion of his complete godlike being. Tzeentch saw this coming nonetheless, for the god already has plans with his growth. Yet the Deceiver hid the kind of growth taken and knew this would play part in his adversaries plans. The Deceiver forced his growth in invulnerability making more sure he doesn't have to be frightened of all the awesome weaponry foolish races like even Orks could bring. (Lifeforce required: 150 killed 'living' models)
REÏNFORCED MANIFESTATION: The Deceiver's invulnerable save is improved to a 3+
Mindtrick (Tzeentch / C'tan Blessing)
While making mortals go mad is so pleasing, the Deceiver wanted a new challenge. Being able to enter the minds filling them with horrors, he now has learnt how to use this ability to shroud their minds, or even guide their minds making them do his bidding. Force them to do whatever he thinks. Tzeentch noticed his interest, something even he can't manifest is being done by this material 'god'. Tzeentch is angered, but could prove the new ability handy with a slight magical trick, Now as with the c'tan movement of buildings, information is transferred every time he uses mindtrick on someone so Tzeentch shall know even more. Both tricksters gained a step, both know they did, slowly the Deceiver gets a confident feeling, a feeling he is going to live through this, or maybe this is just what Tzeentch wants him to feel. None could truly tell, both find many ways for that idea, ways we cannot even think of.
MINDTRICK: This ability can be used at the start of the Deceiver's assault phase, He may choose a target within 12" and trick it to follow his command. The chosen model may be used as if it were controlled by the owning player. The shard can still assault after using his ability. (Models that are falling back or gone to ground can also be controlled and used as if they aren't falling back or didn't went to ground).
Dark Wind (C'tan / Tzeentch blessing)
The Deceiver likes going unseen, more preferably to be near invisible. Being able to cloak himself with Shroud of deceit is one thing but going truly unseen is another, Yet not strong enough to make himself invisible, he is forced to find another solution. Tzeentch felt his need and guided him along the way finding his solution, The C'tan never truly fought at night, somehow this has been avoided but Tzeentch made his move in the night so he might realize. The Deceiver felt the subtlety the night could bring and from there on found the power to unleash the night while it still was bright day. Tzeentch however helped with this, the C'tan did his best, and slew those horrors he send, which needed death anyway. Tzeentch ways are mysterious.
DARK WIND: The deceiver has the ability to overthrow the battlefield with a night-like air, darkening every corner. The nightfighting rules now apply. In addition the c'tan isn't as hard affected since sight is something for mere mortal beings. Yet the dark isn't completely in his control, the c'tan rolls an extra dice for the night-fight tests. The power may be lifted and brought back up is desired but only at the start of a turn which is yours.
Pyre Bolts (Tzeentch Blessing)
The Deceiver from the very start possessed the ability to launch several pyre shards straight into one enemy, Tzeentch a long while ago agreed with the Deceiver that if he were able to slay a certain amount of difficult enemies with it, Tzeentch would magically enhance the fired shards. The Deceiver accomplished his goal and Tzeentch spitefully had to do what he promised (though he only planned this all along). Some who witnessed the fury of Pyre shards will now be totally terrified. The Deceiver now fires Pyre Bolts which first are launched as normal Pyre shards but immediately after being fired they churn into a bolt of Pyre energy. (Kills with Pyre shards required : 50, vehicles count as a kill as well)
The Deceiver got an upgrade for his shooting weapon =
Pyre Shards = Pyre Bolts
PYRE BOLTS: Range 18" S 6 AP 2 Assault 8
Fright : The newer weapon truly exposes magnificent power which unnerves anyone with ease (Seeing your friend getting blasted to nothingness while crying out terrible shrieks is quite unsettling). Any non-fearless infantry model that is within 6" (measuring from base to base) of a model that gets killed with Pyre Bolts by taking 4 (unsaved, this also applies when no saves could be taken) wounds of the shooting attack, must take a leadership test to see if they aren't frightened. A frightened model will follow the rules of being pinned.
THE SOUND OF ROLLING DICE TO ME LIKE MUSIC IN THE AIR, BECAUSE I'M A GAMBLING BOOGIE MAN ALLTHOUGH I DON'T PLAY FAIR! (C'tan Blessing)
The Deceiver has realized the maddening tricks and schemes which are needed to trick Tzeentch, from then on improvisation is his new ally, together with an very unexpected gamble side. Since a gamble is the contradiction of Tzeentch excistence the Deceiver is more than excited of using it! Tzeentch is losing control for every move of the c'tan is no longer thought trough, but now on the very fringe of a second invented just before it takes place.
THE SOUND OF ROLLING DICE TO ME LIKE MUSIC IN THE AIR, BECAUSE I'M A GAMBLING BOOGIE MAN ALLTHOUGH I DON'T PLAY FAIR!: The Deceiver truly doesn't play fair and he gambles and tricks at every corner, for the Deceiver tricks the trick. The Deceiver is allowed to re-roll 2 dice, and to push 1 over for maybe a better result (this consists of a slight tick against the die) every turn, the re-rolls and die push may be distributed among the phases. The deceiver using player may sing the rhyme every time he uses this power but it's not a must. (Unless you are quite able to sing jazzy and evil).
I'm a C'tan! (C'tan / Tzeentch Blessing)
The Deceiver has finally reached his goal, His entire evolution being regarded as a victory over Tzeentch. The warp doesn't realize yet, but the deceiver has tricked the trickster, he made Tzeentch fail in his quest and ended one of his schemes with pure randomness and improvisation. Gambling away... Now the Deceiver is fully what he was before nothing will stop him now. Yet only at the brink of being what he once was, he now no longer is known with the name 'shard'
I'M A C'TAN: The Deceiver's invulnerable save is improved to a 2+, His strength and toughness characteristic are improved to 8, His initiative value is improved to 6 and from now on he moves as jump infantry. (The owning player is allowed to laugh loudly and make desired rhymes while playing his C'tan and butchering his enemies)
The Only Kill-Team King (GW staff Blessing)
The deceiver is now known as the kill-team king, no one may doubt his rule. (This power only applies when the deceiver ends the Kill-team tourney as the victor) If allowed by the Games Workshop staff from here on the deceiver shard deployed by Rutger may use a chosen power of the list behind this Blessing.
These are the approved achievable blessings for my c'tan ;D
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