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Made in za
Fixture of Dakka




Temple Prime

I like the fluff for the Slaugth a lot so I thought to start on the arduous process of a fandex for them. To test the waters, I thought I'd create one. To me, the Slaugth seem like the C'tan's second try at creating a servant race, they just have so many similarities to the Oldcrons (hard to kill, hyperadvanced, don't need the warp, have a basic gun with weird effects) that I think that the surviving independent C'tan elevated the Slaugth into a new servants to continue their plan to nom on delicious life essence.

Kay-yuss Atushkar, Lord of Atrocity.

550 points

Type: Infantry

WS8 BS5 S5(8) T5(6) W5(6) I6 A6 Ld10 Sv 3+ 4++ FNP

Wargear: Frag and krak grenades, Assault Grenades, Defensive grenades, Atropus, Shroud of the reaper, Necrosis Rex

Atropus, a mighty two handed double scythe that counts as a two handed power weapon, granting +2 strength for hits, those killed by the scythe rot away into nothing within moments, an extremely disturbing sight that forces the rest of the unit the victim was in to take a leadership check at a -2 penalty, fearless units do not have to take this check. The scythe is incredibly virulent, corroding flesh and metal with equal ease and gains an additional d6 for armour penetration against vehicles and may reroll to wound. On a roll of a four or more to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot. On a charge, he gains +2 attacks rather than the typical one due to the spear like spike on it's tip, it additionally counts as two CCWs granting a bonus attack. During the shooting phase it can fire as the following.

S5 AP4 Assault 4, twinlinked, 4+ rending 36'

Necrosis rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, this increases his toughness, wounds, and strength by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.

Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the stealth and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.

Special Rules: Independent Character, Feel no pain, Eternal warrior, Preferred enemy (everything), Relentless, Fleet of foot, Worm that walks, Rapid regeneration, Great commander, Furious charge, counter attack, acute senses

Preferred enemy (Everything): Kay-yuss gains the benefits of Preferred enemy against everything.

Worm that walks: Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or a six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Great commander: Kay-yuss has been commanding the vat grown armies of the slaugth for so long that he grants a +1 to reserve rolls and allows one unit that may normally not outflank to use the rule, additionally, he may bring in one unit with the scouts rule. He may always attempt to seize the initiative on a 4+ except against necrons, where he may not attempt to seize the initiative at all, and against the Eldar, whom he may steal the initiative from on a 3+.

Kay-yuss is an ancient and malevolent Slaugth Lord who has commanded a particularly large and deadly Slaugth conven of dozens of systems for countless years. Though some theorize that the Slaugth were creations of the old ones, and what little information about Slaugth history hints that they may have been present since the War in heaven, the Slaugth's lack of psykers and nonreliance on the warp makes it highly unlikely that they were the creations of the highly psychic old ones. Indeed, Kay-yuss in particular seems to have a particular loathing of the old one's creations, the Eldar in particular, and has launched many preemptive attacks against nearby craftworlds and exodite worlds for little reason other than to kill as many of them as possible.

The fact that the majority of the armies of the Slaugth are expendable biomechanical constructs or mercenaries means that he cares little for losses. Despite this callousness, the sheer amount of time he has been a commander has given him a vast and deep knowledge of warfare, he has fought against most every kind of foe there is to be found in the galaxy, and thus can manipulate the battlefield in a way that few others can match.

The only thing he fears is the Necrons. For the Necrontyr are both older and arguably more advanced than even the Slaugth, who had laid claim to their old titles of masters of the materium during the great sleep. Now that the metal warriors have awakened once again, Kay-yuss, along with many other Slaugth, fear that the Necrons will purge them for their deals with some of their oldest foes, a fear further founded by their fact that the mastery of the flesh that the Slaugth have is matched by the Technomancy of the Necrons if not surpassed.

What cannot be disputed though, is that Kay-yuss himself is a lethal combatant. Though he prefers to work through his pawns, he relishes the opportunity to fight those who have proven themselves worthy enough to reach him through his dreadful army of monsters conjured from the deepest nightmares. His scythe, atropus, is capable of letting loose a storm of deadly necrotic energies that rot and corrode their targets from range before it hacks into flesh, bone, and armour with contemptuous ease, reaping a harvest of lives like the Grim Reaper he resembles. If he has a weakness, it is weapons like flamers or plasma cannons that kill the worms that comprise him by the hundreds.

His hate for the Eldar is the stuff of legends to those aware of the Lord of Atrocity. For millenia he has waged war against the Eldar, and many other Slaugth lords have taken up his banner of war against their kind. Whether they be Dark, Craftworld, Corsair, Exodite, or Harlequin Eldar, he attacks them all with little distinction. Only relatively recently has he turned his ire towards the Imperium of man to gain more resources for his personal vendetta against the favoured children of the old ones. Two dozen systems have been added to his empire within the past thousand years in seemingly inexplicable raids, and Ordo Xenos investigations into the matter confirmed that these worlds were being converted into ghastly slaught worlds, overrun by worms and bioconstructs.

Imperial reports of worlds assaulted by the Atushkar conven report mass uprisings supported by the Slaugth with deadly xenostech that turns simple rebellious rabble into a lethal force that is more than capable of tying down the local PDF en masse until the Slaugth fleet decelerates from faster than light speed and launches a rapid combined arms attack, utilizing space, air, ground, and naval elements to the fullest effects. The worlds are soon overrun with Slaugth bioconstructs and the Slaugth themselves feed on the population of the world, "rewarding" those that took up their cause by infesting them with slaugth worms that turn them into hideous spawn that will eventually become yet more slaugth.

Atushkar himself, though by no means weak in the art of battle, prefers to allow his soldiers to do his dirty work. But when one proves their worthiness to fight him by getting by his guards by either slaughter or subterfuge, he is all too willing to oblige them in battle. He was reported to have congratulated a Callidus assassin that had managed to infiltrate her way into his fortress before engaging in single combat with her, only to turn his Hand of Silence on her once he tired of the fight, ending it in a furious barrage of necrotic blasts.


Now for some battle fluff. This probably would go in the all fluff section of a codex and not under Kay-yuss' rules section were my Slaugth codex ready.
Battle of Lolar Prime.

During an imperial guard encounter with Atushkar Conven, in which a dozen regiments, four death korps, three vendolands, and five catachans, supported by a Warhost of craftworld alaitoc which decided to aid the Imperium in dealing with a long standing foe of their species, as well as roughly three hundred space marines from the Ice Dragons, Gray Consuls, and Crystal Blades chapter, and the order of the celestial lady of the Sisters of battle and perhaps most surpisingly, an entire Hrud Clan that had decided to throw it's lot with this rag tag force to exact revenge on many raids on their kind, Kay-yuss readily picked on the fragile nature of the alliance.

Probing attacks by his forces were made in a way to ensure that the disparate forces would not be able to support one another, to cause accusations that the factions were attempting to bleed one another dry so they could walk in to what seemed to be an inevitable victory with minimal losses. Thinking that they were in for a guerilla campaign, the imperial forces prepared or an anti-insurgency campaign, which the Hrud thought to be wise, joining them in the endeavor though keeping their distance from the humans lest their entropic fields cause incidents that would further weaken the fragile alliance. The Eldar however, saw through the Ruse and attempted to warn the imperial forces, saying that the seemingly light nature of the conflict was merely an illusion to cause them to lower their guard.

The warning was ignored, by both the Hrud and the Imperials, and when Atuskhar unleashed a full scale spear and pincer attack, they were caught unprepared with defenses suited to the entirely wrong kind of enemy. The Eldar rallied for a counter attack that broke the northern pincer of Atushkar's attack, Autarch Yllaya personally slaying Kay-yuss' lieutenant Neveragush the Tormentor while the Avatar of Khaine butchered four of Kay-yuss' mighty Ulurgurstas that were supposed to form the lynchpin of the assault.

Victorious, the Eldar moved in to the southern pincer where the embattled Hrud awaited. There they managed to tie down Kay-yuss' forces, shurikens and fusil blasts flaying through the air to be met with necrotic beams and the myriad weapons of those mercenaries that Kay-yuss did not equip with deadly slaugth weaponry. Hrud Brutes and Wraithlords hacked into revolting Avolkias and Shadow walkers. Grav tanks and hrud vehicles fought monstrous Ulurgustas and revolting Slaugth tanks. An Eldar Phantom titan even wrestled with the colossal, unreal form of a titanic Ibix-ob Obyrith.

But for the imperials it was too late. Surrounded and cut off, the Imperials sought for a fighting retreat. The pincer that the Eldar thought was broken began to rally once again, and closed off the exits for the imperials in a large cauldron. The imperials fought bravely and valiantly, giving their lives none too cheaply, reaping a large number of mercenaries, enslaved beasts, bioconstructs, and other horrors as the coils of the formation tightened. Finally deciding to get himself involved, the Lord of Atrocity waded into battle accompanied by his personal retinue, the hand of silence.

The hand of silence ambushed and made short work of the Lord General's command squad, though the Krieg General's power sword did inflict a deep cut across his side, his retaliatory strike cut the General open from neck to sternum, his guts rotting out of his body even as he fell. Ice Dragons Captain Rokossovsky proved to be a greater challenge. His power axe clashed with Atropus several times as his command squad fought the hand of silence. His plasma pistol burned out a large portion of his chest, but the vile xeno pushed through the pain before hooking his scythe into the marine's helmet and rotting his brain, killing him.

Having dismissed Cannonness Augustine as a non-threat, he was not prepared for when Augustine shot her plasma pistol repeatedly into his back before discarding it as it overheated, picking up the marine's power axe and jamming it into his back, striking with enough fury to go through even his absorbtion field and then cutting off one of his arms with her power sword, eliciting a roar of rage and frustration from the Lord of Atrocity before she picked up her discarded plasma pistol and that of the marine, firing at the Slaugth lord.

Though pained, the slaugth lord fired Atropus' necrotic beam into her repeatedly, rotting the cannonness apart. With the death of their commanders, most of the imperial forces fell back in a disorganized route, with only 10% managing to escape. Only the Krieg, Sisters, and Marines never broke. The eldar and hrud, sensing the defeat of their allies, broke off and fled after taking as much of their dead as possible. Since then, Kay-yuss has a grudging respect for the Sisters of Battle, and considers them to be perhaps the greatest threat to him that the Imperium can muster.

Overview:

Kay-yuss is supposed to be a beatstick that gives something to his army, hence his enormous points cost. He's also very survivable, but is supposed to have some trouble getting into range to wreck face. He has a flagrant weakness to template happy armies, meaning that SoBs and Salamanders will really ruin his day. On the charge, he is going to wreck anything that gets in his way's face, but if I've done my mathhammer right, he should have a problem with being tarpitted.

This message was edited 24 times. Last update was at 2012/05/19 17:21:16


 
Made in za
Fixture of Dakka




Temple Prime

So, any opinions on Kay-yuss?
Made in za
Fixture of Dakka




Temple Prime

Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.

Attacks at 5, and make him a Invul save only character.

Take away the +2 Furious Charge on everything. Make it +2 attacks.

Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?

Okay, edited, is that any better?
Made in za
Fixture of Dakka




Temple Prime

Chowderhead wrote:
Kain wrote:
Chowderhead wrote:I would bump him up to 450 points and would take away the 2+ to wound. He's S7 already, and making him wound like that would make him massively OP.

Attacks at 5, and make him a Invul save only character.

Take away the +2 Furious Charge on everything. Make it +2 attacks.

Pinning seems silly in CC. Maybe have them take a Ld test on a -2 modifier?

Okay, edited, is that any better?

Much!

Alright, since I've already made the Slaugth's ultra expensive beatstick HQ, what would you recommend I create next for the Worms?
Made in za
Fixture of Dakka




Temple Prime

Alright, I'm going to run some tests for these characters in mathhammer.

First up, Atushkar vs the Swarmlord

Atushkar barely edges out the swarmy even on a charge, dealing 2.7 wounds, while the swarmlord deals 2 wounds back. Outside of a charge, the Swarmlord would win the assault phase by one wound (1.85 vs 2) on average. If the swarmlord charges, it'd win the assault (1.85 vs 2.5 wounds) rather handily. The big deciding factor in the swarmlord's advantage is it's stupendously high weapon skill stat, rendering Atushkar barely able to hit the Swarmy. Additionally, it's ability to force Atushkar to reroll his invulnerable saves is a deciding factor. I don't think that FNP would apply for Atushkar against the Swarmlord's boneswords, so correct me if I'm wrong.

Anyway, I was using this app. http://www.mathhammer40k.com/melee/infantry

So in conclusion, Atushkar looks horrifically nasty in melee, there are significantly cheaper special characters who'd put a hurting on him in melee.

So, any other opinions on Kay-yuss?

This message was edited 2 times. Last update was at 2012/05/03 16:46:38


 
Made in za
Fixture of Dakka




Temple Prime

Ovion wrote:Personally I prefer Heresy Combat Calculator.
It's a tad clearer and a nicer layout than the mathhammer40k one.

Though I would like one I can do AV 1+ on instead of the AV 10-14 you currently have.

I'll check it out.

Now, what other prominent beatstick characters should I test Kay-yuss out against? I can get pretty much any codex off of the shelf so that isn't a worry.
Made in za
Fixture of Dakka




Temple Prime

warrior lord wrote:Exion slaneshes chosen son

200p

ws bs s t a i ld sv
5 4 4 5 6 10 10 3+

special rules
fearless
4+ invun
slanneshes chosen

slanneshes chosen
Exion gets to re-roll all armour and invun save rolls of 1

wargear
frag and krak grenades
cleaver
personal icon
doom siren
mark of slaanesh (included on profile)
perfume on slaanesh

cleaver
one of slaneshes own swords this is poisoned 2+ and rending

perfume on slannesh
all enemy's in combat are reduced to initive 1

what do you think to OP


Let me run him against Kay-yuss.

Your character inflicts 0.972 wounds vs Kay-yuss' 0.617 if I'm reading the mathammer chart correctly.

That's not a good sign.

And initiative 10 means that he's moving ridiculously fast.
Made in za
Fixture of Dakka




Temple Prime

IHateNids wrote:@warrior lord, not bad.

@Kain: try a C'tan shard. WS5 S/T 7 A5 4++

If neither charges, Kay-yuss edges out the shard on 0.938 vs 0.833 wounds dealt. If the C'tan charges, it beats out Kay-yuss at a 1.00 flat, if Kay-yuss charges, he wrecks face at...1.167 wounds...well that's rather unimpressive for a 450 point beatstick. But what Kay-yuss has is regeneration that will let him be far more survivable and even stand back up. On the other hand for one Kay-yuss you can have two shards.
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:Inquisitor Tal - 50pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

WS 4
BS 4
S 3
T 3
W 2
I 3
A 2
Ld 10
Sv 4+

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits

Special Rules - Utter Devotion, Fleet

Utter Devotion - Any unit that includes Tal is Fearless

For the lulz I thought I'd run him against Kay-yuss.

He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.

He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:
Kain wrote:
BlapBlapBlap wrote:Inquisitor Tal - 50pts

Inquisitor Tal may be purchased as part of a unit of Henchmen

WS 4
BS 4
S 3
T 3
W 2
I 3
A 2
Ld 10
Sv 4+

Unit Type - Infantry

Unit Composition - 1 (Unique)

Wargear - The Swords of Margear, Carapace Armour

The Swords of Margear - The Swords of Margear are a pair of Power Weapons that may reroll hits

Special Rules - Utter Devotion, Fleet

Utter Devotion - Any unit that includes Tal is Fearless

For the lulz I thought I'd run him against Kay-yuss.

He goes splat even if he's the one charging, not even doing 0.1 wounds while Kay-yuss does 3.67 to 5.5 wounds whether or not he's charging. But this is to be expected from an expensive sergeant.

He adds a nice bit of melee hitting power to a retinue, but he could do with more attacks, unless you forgot to include the extra attack he gets for having two of the same weapon.


Nope. I'll probably add another attack or something, as he's really only making the unit fearless with a pair of neat power weapons. I'll give him a 6++, an extra attack, remove fleet, maybe a laspistol and boost it to 75pts?

Perhaps a bolt pistol or hotshot laspistol instead of a laspistol? It'd seem a tad more worth 75 points.
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:Done.

Think you could comment on Kay-yuss? Fluff, rules, or both, it matters not.
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:He's a good idea. Really balanced.

Just a minor quibble - I wouldn't make him particularly strong or weak against particular armies. Otherwise you end up with shens like Warp Quaking GK and Daemon players.

I took your advice into consideration.

How about the fluff? Does it work? I thought I'd give the two most frequently maligned races (Eldar and SoBs) some respect in the battle of Lolar Prime, which is chock full of references I'm pretty sure not many people will get.
Made in za
Fixture of Dakka




Temple Prime

warrior lord wrote:zecros
lord of the flayed one
zecrosis lord of the flayed ones was the necron who first became infected

WS 5
BS 4
S 5
T 5
W 3
I 5
A 4
Ld 10
Sv 3+

war gear
the flayer gun
blades of death

the flayer gun
this is apart of the flayed and acts as a flamer template with poison 4+ any who are hit are killed with no saves allowed

blades of death
this is a power weapon and increases his attacks by two (not on profile)

specal rules
lord of the flayed
life like

lord of the flayed
zecros can take flayed ones as troops

life like
zecros is so life like and fluid he can be passed for a human
if you want to you can set zecros up in a enemy squad and at the beginning of one turn he reveales himself and causes 4 strength 5 hits with his power wepon

i think 200p


Okay that gun is like, crazy overpowered. It's a functional D-strength flamer template that will wreck face in copious quantities. A normal flamer (S4 AP5) with rending would make more sense and be more balanced.
Made in za
Fixture of Dakka




Temple Prime

BlapBlapBlap wrote:
purplefood wrote:
Nemesor wrote:
Jimsolo wrote:Eroku Shem-herut, Chapter Master of the Tomb Sentinels

WS: 6 BS: 5 S: 4 T: 4 W: 3 I: 5 A: 3 LD: 10 Sv: 2+

Wargear: Artificer Armor, Bolter (with Hellfire rounds), Bolt pistol, Frag Grenades, Krak Grenades, Iron Halo

Special Rules: Orbital Bombardment, And They Shall Know No Fear, Combat Tactics, Deathfoe, Chapter Tactics

Eroku Shem-Herut is the Chapter Master of the Tomb Sentinels. He has only recently ascended to his position. Although he has led his share of battles, his Chapter has suddenly been called upon with greater frequency since the recent abundance of new Necron activity. Never in the Chapter's history have they been so busy, and the toll has begun to strain their resources. With new Tomb Worlds awakening all the time, it remains to be seen if the relatively inexperienced Chapter will be able to hold themselves together, or if the Necron menace will tear them apart. In keeping with the tradition of support their Chapter is known for, Shem-Herut has ordered the Chapter fleet dispatched in a dozen different directions, providing aid, assistance, and their knowledge of the Necron foe where it is needed.

Deathfoe: Shem-Herut carries the Deathfoe, a mighty khopesh handed down through the Chapter's history, even before they were tasked with destroying the Necrons. It is a considered a relic blade against which no invulnerable saves may be taken. Any roll which would prevent death from the Deathfoe (such as Reanimation Protocols, Everliving, or Commissar Yarrick's Iron Will) must be re-rolled if successful.

Chapter Tactics: All units in your army with the Combat Tactics special rule instead exchange it for Favored Enemy: Necrons.


sure 500 points and i might say yes to that in a game

500 points would be way too much...
He has an S5 power weapon which ignores any invulnerable save which is fairly good.
But, he also lacks eternal warrior so he wouldn't be that hard to kill.


I hate it when people say give him EW. Anyway, seems balanced to run at maybe 250-275pts?

Seems about right, his gimmick makes him look much better than he actually is.

Anyway, I'll post up another Slaugth character soon. Probably going to be a shooty guy.
Made in za
Fixture of Dakka




Temple Prime

Dem'Orcus Gor'zzt, Duke of the dead

Type: Jump infantry

Cost: ???

WS: 6 BS: 5 S: 5 T: 5 W: 4 I: 7 A: 6 LD: 10 Sv: 3+ 5++ FNP

Wargear: Wand of Dem'Orcus, Shroud of the living dead, reanimation worms, The touch of death, wings of the dead

Wand of Dem'Orcus: A powerful weapon that resembles a mace with a skull for a head that wields strange technology that bends and manipulates time and space around it to allow the user to attack far more frequently than he should be able to, granting 2d6 extra attacks, however the energies are unstable, on a roll of a one the energies lash back and inflict one unsavable wound on Dem'Orcus, if two ones are rolled the wand has catastrophically malfunctioned and immediately removes Dem'Orcus and the unit he is attached to from play as if they were killed by a blast weapon and grants your opponents the appropriate amount of kill points as if they had removed him, and creates an S7 AP2 Large Blast template centred on where he was standing. On a roll of one six, it may reroll one missed hit and on a roll of a double six it may reroll all missed hits and failed to wound rolls. Additionally, it grants two rather than one extra attacks on the charge and counts as a power weapon.

Shroud of the living dead: Like most of the Slaugth, Dem'Orcus likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Dem'Orcus' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus armour save.

Reanimation worms: Infantry units killed by Dem'Orcus are raised as Slaugth Zombies (WS2 BS2 S3 T4 W1 I1 A2 LD10 FNP Mindless, Rage, Slow and purposeful) as his worms enter their bodies and raise them into mindless puppets. Should any models in a unit be remaining afterwards, they must take a morale check at a -1 leadership penalty, for so disturbing is the sight that even staunch hearts are terrorized. Fearless units are unaffected by this rule. Only one such morale test may be forced on a unit per turn. However, if Dem'Orcus falls, the backlash of energy will inflict one unsaveable wound upon all slaugth zombies created by this rule. If Kill points are in use, your opponent is awarded them as if they had removed the zombies from play.

The touch of death: A strange pistol like device held by Dem'Orcus, this weapon seems to be designed to kill large numbers of soldiers at a time while keeping their bodies intact for use by his worms. This device fires a necrotizing spew of gasses that rots the flesh and decomposes armour and equipment. It has the following profile: Sx AP- Template, wounds on a 2+. As this pistol has it's own blade and can easily be wielded as a melee weapon, it allows for two extra attacks.

Wings of the dead: These specialized wings are mostly for show, most of the actual lift is created by special thrusters and anti-gravity units that propel him forward, allowing him to count as jump infantry, additionally he rolls 3d6 to determine how far he runs, taking the highest result.

Special rules: Furious charge, worm that walks, rapid regeneration, relentless, move through cover, fleet of foot, lord of dread, grave defiler, acute senses, counter attack, independent character

Worm that walks: Dem'Orcus is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Lord of dread: So fearsome is Dem'Orcus' reputation for defiling the dead that he strikes primal terror into the hearts of his foes, causing models in base model contact with him to suffer a -1 leadership penalty.

Grave defiler: Dem'Orcus has no respect for the dead, wherever he appears, he brings forth legions of zombies to support his armies. You may take up to two full mobs (30) of Slaugth zombies that are not added to your force organization chart. You must still pay points (6 each) for them. Zombies do not score.

Fluff:

Dem'Orcus is a longtime servant of Kay-Yuss, a master of his own Conven of over two dozen planetary systems that is vassalized to the Atushkar conven. Whereas Kay-yuss enjoys causing death, Dem'orcus is more interested in the products of death, namely bodies. He is infamous for his mass usage of zombies and other, more terrifying forms of undead animated by the foul techno-sorcery of the Slaugth or their wriggling children that have won him many battles by simply swamping the foe in bodies, theirs more often than not. He takes an interest in science, often calling himself a "necrologist" to speakers of the gothic language, for he takes a scientific approach to the study of death and the dead.

He has long launched raids into both Imperial, Chaos, and Xeno space to test out his latest theories or to create more corpses and shambling undead for his restless hordes. One of his conquests had his fleet desending upon hive world Locah Tertius and converting it's entire population into a mass of zombies and fouler necro-constructs in an year long slaughterfest dedicated to ancient and blasphemous powers. An imperial reclamation effort launched a year later would fail as it tried to drive the vile aliens away from the world.

He cunningly exploited the innate fear of death of the humans, bringing fear into the hearts of the guardsmen brought there. Even the commissars eventually broke as they had to go through waves and waves of blasphemous horrors, often being their own men. The Imperial forces were vastly outnumbered by the sheer number of shambling monstrosities that were thrown at them, backed up by the slaugth's own bio-constructs, their mercenaries, and the Slaugth themselves.

When Lord General Irovassky was killed by a mob of his own reanimated troops, the Imperials lost heart and fled, but the Slaugth fleet sprung it's trap and shattered the imperial floatilla deployed there, leaving a cloud of floating hulks drifting around the world. Imperial losses seemed total, and Dem'Orcus seemed victorious. But the ork freeboota warlord Gitbasha, fresh from his victories on other worlds, brought his WAAAGH! Down on the world not long after.

The tactics of Dem'orcus were useless against the orks, who did not fear death in the slightest and made short work of his zombies. The Slaugth fought on bitterly, but Gitbasha himself charged Dem'Orcus at the climax of the battle of the Capital Spire and personally splattered the Slaugth lord with a devastating blow from his power klaw, leaving his component worms to wriggle away while Gitbasha turned to bowl through the rest of his armies. Only due to the loyalty of one of the Slaugth Duke's retainers was Dem'Orcus able to recover his equipment after he reformed, and the Slaugth; battered and beaten, left the world to the Orks.

But the duke of the dead remains a threat despite this setback, and has launched other raids into the territories of those who would oppose the Slaugth's ambitions.

Overview: If you've noticed that his powers are geared towards breaking tarpits and snatching objectives, good for you, you're paying attention. He gains a massive number of attacks for dealing large amounts of damage, but is also heavily reliant on chance, with a double six being really awesome and a double one being very, very bad for you.

This message was edited 14 times. Last update was at 2012/05/19 17:25:54


 
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Okay, I've edited Dem'Orcus a bit so that the zombies are less unbalanced, with them all pretty much dying if he falls, and a chance to blow himself up and the entire deathstar you pack him in with his own weapon.
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Any opinions on Dem'Orcus and Kay-yuss? (Pg 26 and 24 respectively.)
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Shadox wrote:I would drop the endless zombie thing on Dem'Orcus. Give him instead the possibility to buy a reasonable amount of zombies without foc. I mean you get new ones even if you kill enemys, I think that is enough.

Alright fixed. Added the tidbit about zombies not being able to score. Also, is the points value on the zombies balanced? Should it be cheaper since they already have a garbage statline or should they be more costly?

This message was edited 1 time. Last update was at 2012/05/05 15:31:51


 
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moom241 wrote:
Je suis2 au hazard wrote:Aun'Shi: The tau ethereal who slaughtered dozens, scores even of ork boys all on his own.

WS5 BS4 S3(5) T4 I5 W3 A3 Ld9 Sv4++

Rules:

Stubborn, Eternal warrior, Blademaster.

Blademaster: In the assault phase, before rolling any attack, Aun'shi must choose one of the following profiles to use.

Broadsweeps: This master warrior knows how to clear the space around him. He receives only two attacks in assault phase, however they hit up to 3 models in b2b contact with him.

Parry: A flurry of blades is all the protection Aun'shi needs. For the remainder of the assault phase, Aun'shi only resolves two attack, however his saves becomes a 3++

Press the attack!: In this mode, Aun'shi resolves his hits as normal for his profile, however all models in his unit have the furious charge special rule.

Equipment: Shield generator, honour blade, photon grenades, pulse pistol.

85 points.

I must say I don't agree with this character. The Tau have never been about CC, and they never really excelled at it. That being said, he's reasonably statted, and I'd be willing to play him if I were informed beforehand.


He does however, exist in the fluff and he did in fact, when attacked by Orks, create a huge pile of chopped up green skin bits in front of him.
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CalasTyphon216 wrote:Lord Commander Honorius Diomedes, Firat Captain of the Sons of Mendacius, Master of Battle

270 points

Type: Infantry (unique)

WS6 BS5 S4 T4 W4 I5 A4 Ld10 Sv2+

Wargear: Storm shield

Armor of Lykos: An ancient suit of 'cataphractii' pattern terminator armour. Bulky, Inefficient and outdated, it is also virtually impossible to penetrate. This is Terminator armour that grants a re-roll to all failed armour saves. It also has Slow and Purposeful however.

Hammer of Heavenfall: A master-crafted thunder hammer. Due to the extended reach granted by its long haft, it always strikes at Initiative 2 rather than 1.

Special Rules: Independent character, Eternal Warrior, Fearless

Captain of the FIrst: 1 squad of either Sternguard, Vanguard or Terminators of either variety may be selected as Troops.

I am the anvil: Grants Fearless to the squad he joins.

Going to mathammer test him against Kay-yuss.

Diomedes loses combat 1.481 to Zero wounds in Atushkar's favour if neither charge, if Diomedes is on the charge he loses at 1.481 to 1.157, and if Kay-yuss charges the worm that walks wrecks face at 1.975 wounds to zero. But of course, Kay-yuss costs nearly twice as much and doesn't modify the FOC.

This message was edited 1 time. Last update was at 2012/05/05 16:20:17


 
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Je suis2 au hazard wrote:
motyak wrote:You musta passed every save, wouldn't anngrath have ID'd him on a single failed save?


Yes.

IIRC he was without EW

And if I remember, An'ggrath has damned near ten attacks.
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Valkyrie wrote:
Kain wrote:
Je suis2 au hazard wrote:
motyak wrote:You musta passed every save, wouldn't anngrath have ID'd him on a single failed save?


Yes.

IIRC he was without EW

And if I remember, An'ggrath has damned near ten attacks.


And can gain more for every 6 he rolls to hit...

An'ggrath is perhaps THE nastiest single model in CC in the entire game with the arguable exception of melee bio-titans. Aun'Shi would have only won with some *extraordinary* I mean like, statistically speaking maybe one out of a million matches. There are less destructive squads than An'ggrath.
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Rag'norra Edral-The underdark duke. (Part of the Slaugth)

Cost: 600

Type: Infantry

WS: 3 BS: 8 S: 5(7) T: 5 W: 4 I: 3 A: 5 LD: 10 Sv: 3+ 5++ FNP

Wargear: Shroud of Night, Shroud Cannon, The icon of darkness

Shroud of night: Shroud of the living dead: Like most of the Slaugth, Rag'norra likes to wear a hooded shroud that evokes the image of the grim reaper, but unlike many, Rag'norra' shroud is well armoured, granting him a 3+ save, and it additionally bends light around him, granting him the stealth and infiltration special rules. It has a weak shielding ability around him, granting him a five plus invulnerable save.

Shroud cannon: A strange form of staff that opens up with eight obsidian prongs surrounding the opening, this weapon fires blasts of shadow matter that entrap and ensnare it's victims while ripping them apart and sapping the very energy of life from them. In melee this is counted as a two handed power weapon that confers 5+ rending as it renders matter brittle and easily broken as the dark energy saps their vitality.

when used to shoot it May be used as only one of the following per player turn.

Charged

Rng 48" St 10 Ap 1 Blast, twinliked, pinning, 5+rending

Normal

Rng 48" ST 8 AP 3 Blast 2, Twinlinked, pinning, 5+ rending, counts as firing an assault weapon for puroses of charging.

Pulse

Rng 48' ST 6 AP 5 Blast 4, Twinlinked, pinning, 5+ rending

The Icon of darkness: A strange device on his back that creates a billowing shroud of shadows that hides nearby slaugth under the cover of darkness thus units firing at Slaugth units must roll to see them as per night fighting within a 24' radius. Additionally, due to the sheer difficulty of seeing through this deeper darkness, all friendly units within the effect count as having defensive grenades.

Special rules: Worm that walks, rapid regeneration, Life sucker, From the dark depths, light sensitive, acute senses, independent character


Worm that walks: Rag'Norra is composed of thousands of writhing grubs in a semi-humanoid shape, and thus counts as a swarm for the purposes of cover. However, he takes triple(!) damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. He additionally does not gain the benefits of feel no pain against template weapons.

Rapid regeneration: At the start of each turn, Roll a d6 for each wound, on a roll of a 4+ he may recover that wound. If he has fallen, roll a D6 each turn, on a roll of a 1 he has been damaged too greatly to reform and is thus removed from the game permanently and no more rapid regeneration rolls may be taken, on a two, three, or four he remains out of play, on a roll of a five or six he reenters play with one wound. If removed from play with a template weapon he may not attempt to roll to reenter play.

Life sucker: Rag'Norra drains the vitality out of those he attacks, eagerly drinking in their life force, for every wound he deals in close combat, roll a d6, if he rolls a four or higher, he regains one wound, if already at maximum wounds, add one more to a maximum of ten.

From the Dark Depths: Rag'norra may grant two units the ability to outflank as his mastery of stealth allows him to ambush and surprise his foes. Additionally, he grants a 1+ bonus on reserve rolls, for such is his skill at bringing in the armies of the Slaugth secretly.

Light sensitive: If for any reason, Rag'norra's nightfighting is completely nullified, such as by searchlights, he takes an immediate -1 penalty on Initiative, Weapon Skill, Attack, leadership, and Ballistic skill stats as his senses are overwhelmed. Once the source of this nullification is eliminated, he may use his normal stats.

Fluff: Rag'Norra is an strong ally of Lord Kay-yuss, commanding a conven of thirty systems that have started to become ever more bold in the forty second millennium. A lover of darkness, Rag'Norra spends much of his time underground and usually only emerges at night. Even when he emerges, it is never without his icon of darkness, which helps extinguish the hated light. He is is capable of limitless and extreme cruelty, taking relish in the suffering of his prey before he devours them utterly. He particularly hates those who would dare bring the painful light to bear on him, and thus bears particular loathing for Humans, Tau, Eldar, and Orks, for they always bring such bright and flashing lights.

Whereas many of the other Slaugth relish in close combat, Rag'Norra prefers to fight at a range, where his murderous shroud cannon can deal catastrophic amounts of damage to his foes, this is perhaps born out of his relative slowness compared to other slaugth, so he has instead practiced his marksmanship, which is with few equals in the entire galaxy, it is a rare occasion indeed that he misses. Whether his target is on foot or in a vehicle, he is more than capable of eliminating them from a comfortable distance.

When he has been beaten in personal combat, it was almost always because his targets charged him and overwhelmed him in the field of melee, where his skill is lackluster at best compared to most other slaugth lords. But with the sudden rise of the Slaugth, who have begun to explosively expand out of their corner of the galaxy, he has been found leading their armies in their implacable march forward from the Calaxis sector and it's neighbours.

Recently, Dem'Orcus, Kay'Yuss, and Rag'Norra pooled their resources to attack a Chaos Forge World. The three's armies dropped out of their inertialess drives and quickly crippled the surprised dark mechanicus fleet before vomiting forth their hordes of Bio-constructs and mercenaries, lead by a fearsome core of Slaugth and their arcane techno-sorceries. Rag'norra himself ambushed the Blood Pact styled Armoured Regiment, unleashing harbinger tanks and ulugurstas upon the armoured regiment, while he himself came up from behind and took out an entire leman russ squadron, aiming at their vulnerable rear armour and puncturing them with the lethal shroud cannon.

When the World's native Titan legion came to eliminate Rag'norra's contingent, his forces melted in the shadows, allowing for Kay-yuss and his Obyrith bio-monstrosities and Slaugth Colossi to engage the titan legion in a furious battle that laid countless square miles of Forgeworld Hjar to waste while Rag'norra, under the cover of night, launched a surprise raid on the centre of administration and with a contingent of burrowing avolkias, got within Chaos Lord Varaxar's personal lair.

Spitting with rage, Varaxar attempted to lead a personal counter attack, spearheaded by his Chosen Terminator Bodyguard. Once again melting into the shadows, the Slaugth shrouded the entire area in noxious gas and darkness, incapacitating those marines who had chosen to forgo their helmets long enough for them to be picked off. Unleashing a horde of Slaugth zombies, the chaos marines and their daemons were occupied long enough for Varaxar and his ten chosen to become split off from the rest of their force.

Though the chosen easily slaughtered the slaugth zombies in their thousands, leaving a veritable mountain of corpses, and they themselves killed hundreds of bio-constructs, Varaxar's dark blade claiming the lives of no less than four ulurgurstas, they were unprepared for a charged shroud cannon blast that killed half of the chosen in a single shot, enwrapping them in tendrils of shadow matter that made them brittle and fragile.

The remaining chosen fired off their weapons, spitting curses and litanies of hatred as they attempted to find their targets, but one by one, they would be dragged off by Avolkias to be slaughtered until only Varaxar was left, having killed dozens of avolkias himself. Screaming his hatred and challenging Rag'norra to show himself, he was answered by a charged shroud cannon blast that finally ended his reign. With the death of Varaxar, the Slaugth overwhelmed the Chaos World, leaving an entire grand company of the Black Legion and their armies of daemons and heretics dead.

Darkbeak:

Cost 300?

Type: Jump infantry

WS: 6 BS: 3 S: 5 T: 4 W: 3 I: 7 A: 6(8) LD: 10 Sv: 3+, 5++

Wargear: twinlinked Heavy Rot gun, razor claws, thruster modulators, stealth shroud, assault grenades, defensive grenades

Twin Linked Heavy Rotgun

S5 AP4 Heavy 3 36' Autowounds on a five to hit with armour saves allowed.

Razorclaws: Darkbeak's claws and beak are razor sharp, capable of clawing through most matter with ease, they confer 4+ rending and rerolls to hit and wound and count as power weapons, as it has two talons and a beak of equal sharpness, it gains two bonus attacks and an extra bonus attack on the charge. Against vehicles, it counts as AP1, gaining a 1+ bonus on the vehicle damage roll.

Thruster modulators: Darkbeak may roll a 3d6 for running checks and may take the highest result.

Stealth Shroud: Darkbeak's hide has been laced with special light absorbing meshes, giving it the benefit of the stealth and infiltration rules. Additionally, those firing at dark beak find that it's body absorbs light around it, making it difficult to see, units shooting at Darkbeak must roll for nightfighting.

Special rules: Furious charge, Move through cover, Relentless, Fleet of foot, Rag'norra's favoured, acute senses, counter attack, tank hunter, defend the master, grief, regeneration, independent character, divebomb

Rag'norra's favoured, Darkbeak must always be taken with Rag'norra and does not count against the force organization chart, when within 24' of Rag'norra, it becomes fearless and gains feel no pain, ignoring threat to both body and mind to defend it's master.

Defend the master: If Darkbeak would confer cover onto Rag'Norra, it's instinctive bond with Rag'norra improves the save granted by 1, or it may instead take the shot in Rag'Norra's stead as if it were being allocated onto it, interposing itself between the master and the shot. It cares nothing for it's own safety.

Grief: If Rag'norra is removed from play, Darkbeak becomes stricken with what can only become an overwhelming sense of grief and attempts to lash out against the killers of it's master, it gains fearless, feel no pain, eternal warrior, and rage, caring nothing for personal injury and fighting on despite wounds that should by all rights have killed it several times over. If Rag'Norra returns to play as per rapid regeneration, Darkbeak ceases it's grief stricken anger.

Regeneration: For each wound on Darkbeak, roll a d6, on a roll of a five or higher, it recovers that wound, if removed from play, it may roll a d6 for every turn, on a roll of a six, it returns to play with one wound remaining. While not a Slaugth, the strange creature known only as Darkbeak shares a measure of their incredible powers of healing, recovering from even the most debilitating of injuries with surprising speed.

Divebomb: on a charge, Darkbeak may forgo it's bonus attacks from having multiple weapons and fromc harging to make it's remaining attacks count as if they were two handed, conferring a 2+ strength bonus for a total of S8.

Fluff: Darkbeak is a mysterious creature that seems to combine the worst aspects of a vulture and a pterodactyl with just a dash of centipede into one entirely unwholesome creature. This being, with a wingspan of nearly twelve feet, stands some five feet tall, and can perch itself on the arm of the twelve foot high Rag'Norra or even upon it's shoulder should it choose to scrunch itself up enough. The being is never far apart from Rag'Norra unless it is specifically commanded by him to embark on a long distance mission, which it always attempts to the very best of it's ability.

Many who have attempted to slay Rag'Norra have noted the suicidal devotion it has to it's master, throwing itself in front of incoming attacks to defend the Slaugth from them with little regard for it's own safety, sometimes even going so far as to directly interpose itself in front of the shot. But for all of this, it is not a particularly durable creature, so many would question why it would be created as a body guard. The simple answer is that it is actually not a bodyguard, but more of an assassin.

Created to help Rag'Norra's noted deficiency in melee combat, the creature launches itself outwards to attack and assault foes in melee, slicing them into ribbons with it's extremely sharp claws, making full usage of a body that is significantly more powerful than it's slender form would suggest. When divebombing a foe, the being has a documented ability to carve open tanks, it's sharp claws latching onto the metal and ripping at it, carving open the top hatch and then quickly slicing the crew into ribbons.

A lictor brood that was once dispatched to assassinate Rag'Norra launched their ambush from within the cover of jungle, only for Darkbeak to quickly throw itself into the path of their flesh hooks, fouling their aim frequently and taking several hits in it's master's stead. Before it's body had even begun to regenerate, Darkbeak took to the skies and flung itself at the Lictors, divebombing them with incredible lethality. The first lictor's head was immediately crushed by a massive beakfirst slam that pulped it's skull. The second lictor followed soon after in death after having the talons of Darkbeak impaled through it's skull, and the final one was dispatched with a rapid barrage from the creature's rotguns.

This message was edited 10 times. Last update was at 2012/05/19 18:16:28


 
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CalasTyphon216 wrote:Iron-Lord Kxangar, the Wrathful, Primus-inter-pares

395 points

Type: Walker (unique)

WS6 BS6 S7 F14 S13 R11 I5 A4 Ld10

Wargear: Frag assault launchers, smoke launchers, full servo harness

Fists of Iron: 2 dreadnought close combat weapons. They have a pair of modified chem cannons inbuilt around the wrists. Can be fired with the following profile: Range: Template Strength: 1 AP: 2 Poisoned 2+ Assault 2.

Special Rules: Venerable

Ferromatic invulnerability: Immune to lance, melta and chainfist special rules re armour penetration. -1 to all results on the damage chart.

Modified Contemptor chassis: Has a 4+ invulnerable save against blows suffered in close combat.

None shall stay my wrath: Immune to shaken and stunned results

GIfted techpriest: Can repair himself with the servo harness. Gains +1 to the repair roll and can re-roll failed rolls

He should have fleet, all contemptors do.
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Any opinions on Rag'norra?
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How about the fluff for the three Slaugth lords (they can be found on pages 30, 26, and 24)?

I'm thinking of writing a full out story for them.
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Is Rag'norra good for you all? Or should I adjust his fluff/crunch some more?
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I'm trying to think on stats for an armored command unit from Supreme Commander...Reaver equivalent would be good right?
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Farsight's Warrior wrote:
His Nova-Thrusters I meant to say could be shot at a different target in the form of one of the enemies he passes over.

He can be shot if the unit has skyfire, like any other type of flyer. So he can be took down by a dedicated shooty unit such as lootas or another flyer such as a stormraven as drones only have 4+ armour save.

Also this means he can be assaulted be flying models such as tyranid montrous creatures. so he is also weaker in this sense.

He has the same stats as any regular commander so he is equal statswise and to be more fair, I will up him to 275pts as that is the same cost as Draigo. (you cannot get more OP than that!)

Iron arm+Warp speed Swarmlord begs to differ.
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Farsight's Warrior wrote:
Not when force weapons insta kill him



Automatically Appended Next Post:
Not when force weapons insta kill him

Good luck finding someone with a forceweapon that can get a wound past T9, WS9, and a 4++ save.

This message was edited 1 time. Last update was at 2013/04/27 21:04:27


 
 
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