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So in the entries for the Talos Pain Engine and the Cronos Parasite Engine it talks about the existence of other Engines of pain.
The Coven side of the Dark Eldar fascinate me, especially the concept of the Engines of Pain. So I came up with a few new Engines and some other units and HQs to fill in some areas that i think are lacking in a pure coven list.
HQ
NOKTYRN, THE BLOOD FOOL ---210
Once a Solitaire of the Laughing God, Noktyrn lost faith that Cegorach could claim his soul from She Who Thirsts. Fearing the devices of the Great Fool, he crafted a soulstone that could capture a Harlequin’s spirit before the Laughing God could get to it, and brazenly slew a Troup Leader. He took the soulstone and fashioned a device from it that projected that Harlequin’s spirit to anyone searching for him. Thus hidden, he made his way straight to Commorragh. Through a series of deceptions and guises he worked his way into the upper echelon of the Covens, seeking their dark knowledge to sustain his soul against the end that he had forsaken everything to avoid. Although Slannesh had taken his soul already, there was still a connection to it as long as Noktyrn lived, Through many foreboding rituals and gruesome sacrifices he succeeded in modifying his body’s connection to his soul to allow it to be replenished in his body in the same way that other Dark Eldar can. Slannesh continues to drain Noctyrn’s soul as fast as he can replenish it, so he is still in effect soulless like other Solitaires, but it is enough to keep She Who Thirsts from consuming him in entirety, buying him time to research a more permanent solution. His current line of research involves surrounding himself at all times with ravenous, blood spewing Haemovores. Noktyrn has become obsessed with blood, and the very smell of it thrills him enough to hold off the draw of Slannesh.
WS: 5, BS: 5, S: 3, T: 4, W: 2, I: 8, A: 5, Ld: 10, Sv: 6+/5++.
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin, Kiss of Death, Flip Belt, Hallucinogen Grenades,
SHADOW SUIT: Noktyrn has the shrouded special rule, as well as the 5+ invulnerable save of the Holo-suit.
THE KISS OF DEATH: This weapon is a Harlequin’s Kiss, modified with poisons and barbs that would make any Dark Kin tremble with jealousy. Close combat attacks by the Kiss of Death rend on 4+ instead of the usual 6+.
SPECIAL RULES: Night vision, Power from pain, Fleet, Dance of Death, Altered physique, Lord of Covens
SPIRITLESS: Noktyrn is not affected by anything requiring him to take a leadership test.
SWARMS OF HAEMOVORES: Noktyrn starts the game with four swarms of Haemovores.
SPECIAL RULES: Fleet, Rending attacks, swarm,
FIELD OF BLOOD: The Haemovores surrounding Noktyrn are constantly vomiting blood at his feet. All units but Noktyrn’s treat the area 2” around Noktyrn’s unit as difficult terrain until his haemovores are dead.
FURLYN, THE FLEDGLING ---145
Furlyn is the youngest Dark Eldar to ever attain the status of Haemonculus, in her home Coven of the Ingested Razor as well as in all of Commorragh. She is wild and impulsive and possesses virtually none of the patience that marks her fellows. Her peers all look at her with a mix of scorn and uneasy astonishment at her combat prowess and sheer brilliance. They often mumble that she missed her calling as a Reaver, because she craves speed and adrenaline above all else. More concerning to the older Haemonculi however, is her influence on the other initiate Haemonculi and wracks. Her charisma draws many from the Coven into her reckless endeavours and her following grows every day. It might not be long before she has a coven of her own, at the other covens’ expense of course.
WS: 4, BS: 4, S: 3, T: 4, W: 2, I: 7, A: 4, Ld: 9, Sv: 6+
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin, stinger pistol
THE THREE SINGING WOES: Furlyn has two arcane knives that were gifted to her by a Haemonculus Elder that she brought under her sway, there are none like them, and the secret of their forging has been lost. Each time a blow is struck with one of the two Singing Woes, their third, immaterial sister will strike the opponent from behind. The Three Singing Woes are a power weapon with the following profile:
Range: -, Str: User, AP: 3, Type: Melee.
Special Rules:
The Three Singing Woes cause 2 Wounds for each successful hit.
SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique, Lord of Covens
SLEPNYR CAVALRY: Furlyn has designed a creature to fulfill her desire for speed. Any Haemonculi and Wracks in her army may be mounted on Slepnyr at 15pts/model. Slepnyr are Cavalry units that can move 2D6 in the assault phase, whether they are assaulting or not.
KIRIYA FALAS, MATRON OF THE OCCULT TEMPEST---160
The Coven of the Occult Tempest is constantly dreaming up new flesh fiends to fill their battlefields, and their enemies’ nightmares. Kiriya is one of the ancient founding Haemonculi, some even whisper that her origins are from before the Fall. Her signature creations are the Maelstrom Whip Devils that join her whenever she ventures out on a raid.
WS: 6, BS: 4, S: 3, T: 5, W: 3, I: 5, A: 3, Ld: 10, Sv: 6+
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin
Cyclone Flails: Kiriya’s weapon of choice are two basic Agonizers, but their potency has been increased tenfold. The A Cyclone Flail is a Power Weapon with the following Profile:
Range: -, Str: User, AP: 3, Type: Melee, Fleshbane.
SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique, Lord of Covens
MAELSTROM GUARD: An army containing Kiriya unlocks Maelstrom Whip Devils as an Elite choice. Kiriya must start the game in a Maelstrom squad.
WARGEAR: Gnarlskin
Razor Tendrils: Count as two close combat weapons with the following profile:
Range: -, Str: User, AP: -, Type: Melee, Rending.
SPECIAL RULES: Night vision, power from pain, Altered physique, Bulky
SADON QUIVO, THE SEIGE LORD ---225pts
Sadon is the head of the Coven under the Naked Sky, whose main focus in their flesh crafting are Engines of Pain. While there are engines conceived by other covens and used privately by them, most of the engines widely used by the Dark Eldar today can trace their original designs to the engines of the Coven under the Naked Sky. Sadon spends much of his time perfecting old designs and new prototypes and testing them out in mini-raids in Realspace. Because of this, all of the engines of pain fielded by the Coven under the Naked Sky are far superior to other coven’s cheap copies.
WS: 4, BS: 4, S: 4, T: 5, W: 3, I: 4, A: 3, Ld: 10, Sv: 6+
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin, close combat weapon
TREBUCHET: The Trebuchet hammer is a power maul that ignores armour saves.
SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique, Lord of Covens
SIEGE ENGINES: All Engine of Pain in Sadon’s army gain Armourbane and a 5+ invulnerable save.
GIVER OF FIRE: As lover of a heavy weapons, Sadon’s favourite Engine is the Prometheus. He gave himself an organ that permanently links his mind to the minds of every Prometheus Pain Engine and Promethean on the battlefield. They no longer have the rule Awakened Slaves for as long as he is alive.
ATLAS SYMBIOTE ENGINE[/b] --- 80pts
Of all the Engines of Pain, the Atlas has the least autonomy. Without the mind of a Haemonculus to guide its actions it becomes little more than a flailing brute.
WS: 2, BS: 2, S: 7, T: 7, W: 3, I: 1, A: 1, Ld: 10, Sv: 4+
UNIT TYPE: Monsterous Creature
COMPOSITION: 1 Atlas
WARGEAR: Amoured carapace, Close combat weapon,
HELLWOMB: The Haemonculus may inflict a wound on the Atlas to burst its Hellwomb. A flood of searing acids and toxins held within gush out, covering a large area in a deadly pool of bile. The blast area becomes dangerous terrain for the rest of the game. This attack takes place automatically against the embarked Haemonculus with no scatter upon the Atlas’ death if it has not yet been used.
Range: 3", Strength: 2D6, AP: D3, Special Rules: Large blast, dangerous terrain, one shot, Scatters D6 on Atlas BS
SPECIAL RULES: Night vision, power from pain, fearless, move through cover, jump
HQ CHOICE: When you select an Atlas as an HQ you must take a single Haemonculus or Haemonculus Ancient as its passenger. No other Haemonculi may be taken in this slot.
TRANSPORT: The Atlas has a transport capacity of 1. It has the assault rule. It has the open topped rule in regards to access and fire points and its armour save is reduced to 4+ to reflect the vulnerability in those areas. Units embarked treat any turn that the Atlas uses its jump move as though it moved at cruising speed. If the Atlas is killed, any unit within D6 of the Atlas, including the embarked one, takes a S4 AP- hit as the Atlas’s burning ichor splatters them.
FLESH CHARIOT: The Atlas Symbiote engines act as a giant armoured warsuits for the Haemonculi, granting them far more power and endurance during raids than they would otherwise have. The Haemonculus uses the Atlas’s S, T, W, Ld, and Sv stats and close combat weapons while embarked, but its own WS, BS, I, A.
ALOOF: Haemonculi who use such devices often do so because they desire to distance themselves from the ravel of their own raiding parties as well as the enemy. For as long as the Haemonculus is embarked on the Atlas they do not act as an independent character, or a character at all. Furthermore they may not use any of their own close combat weapons while embarked.
MINDLESS: Once the Haemonculus has disembarked the Atlas will wander the battlefield aimlessly until it happens upon an enemy. Enough awareness was left to it that it will charge, but it is easily distracted and might turn away before it gets there. Roll the scatter dice to determine the Atlas’ movements. On a hit move it forward 2D6, otherwise move it 2D6 in the direction indicated. If the Atlas comes within 9” of an enemy unit role for a charge.
OPTIONS:
May take an additional close combat weapon-15pts
May take the Hellwomb for free
May replace one close combat weapon with one of the following:
-Ichor injector-5pts
-Scissorhand-15pts
-Flesh gauntlet-20pts
Elder of the Coven --- 60pts Although a Coven is usually led by one predominant Haemonculus, there is often a body of advisers and sycophants that hover around this leader. Among them are the elders of the Coven, each possessing a unique skill valuable to the Head Haemonculus.
WS: 4, BS: 4, S: 3, T: 4, W: 2, I: 5, A: 2, Ld: 9, Sv: 6+
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin
SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique,
Council of Elders: Any Haemonculus can take one of these units, traits given by multiple Councils do not stack however. The unit can join with any unit that the Haemonculus can.
OPTIONS: Take up to 1 of each of the following for 60 points per model:
Lord of Skin: Any unit with Gnarlskin in its wargear may upgrade to Leathered Hide (4+ Armour) for 5 pts per model
Lord of Muscle: Any unit with Altered Physique in its special rules may upgrade to Biotic Overdrive (+1 Strength, keeps pain token from APh) for 5pts per model
Lord of Tendon: Any unit with Altered Physique in its special rules may upgrade to Fury Blitzer (Gains fleet) for free
Lord of Bone: Any unit with Altered Physique in its special rules may upgrade to Anorthite Skeleton (+1 Toughness) for 5pts per model.
DEDICATED TRANSPORT
KHARON CATALYST ENGINE --- 80pts
While the Covens will at times deem to use forms of transport more traditional to the Dark Eldar, they often prefer to enter realspace inside a vehicle of their own twisted design. The Kharon is one of the many Engines of Pain employed by the Haemonculi, and its specific role is to push the warriors it carries into a pain-laced battle frenzy before they ever set foot on the battlefield.
WS: 3, BS: 3, S: 5, T: 7, W: 3, I: 4, A: 2, Ld: 10, Sv: 4+
UNIT TYPE: Monsterous Creature
COMPOSITION: 1 Kharon Catalyst Engine
WARGEAR: Amoured carapace, close combat weapon, Stinger pod
TORMENT RACKS: The embarked unit is held in a harness lined with acid-coated barbs, which break off as the unit disembarks invigorating them with exquisite anguish. The unit gains a pain token when they disembark. The Kharon can only use this ability once as the barbs are embedded in the disembarked unit.
SPECIAL RULES: Night vision, power from pain, fearless, move through cover, jump
TRANSPORT: The Kharon has a transport capacity of 7. It has the assault rule. It has the open topped rule in regards to access and fire points and its armour save is reduced to 4+ to reflect the vulnerability in those areas. Units embarked treat any turn that the Kharon uses its jump move as though it moved at cruising speed. If the Kharon is killed, any unit within D6 of the Kharon, including the embarked one, takes a S4 AP- hit as the Kharon’s burning ichor splatters them.
OPTIONS:
-May replace Splinter pod with two Shredders-7pts
-May be armed with one of the following:
Twin-linked Liquifier gun -10pts
Twin-linked Splinter cannon-15pts
Twin-linked Disintegrator-20pts
HEAVY SUPPORT
PROMETHEUS ARCANE ENGINE --- 80pts
If the Kharon could be compared to the Raider, then the Prometheus is surely the older brother to the Ravager. This formidable engine is the heavy weapons platform of the Covens. Any time a Haemonculus needs to bring a mountain of power to bear on his prey he deploys a Prometheus. In creating a Prometheus Arcane engine often several slaves will be grafted into one body, leaving the resulting creation with a form of gestalt consciousness and a greater degree of identity and intelligence in order to be capable of using the heavy weaponry and arcane wargear entrusted to it.
WS: 5, BS: 5, S: 5, T: 7, W: 2, I: 4, A: 2, Ld: 10, Sv: 3+
SPECIAL RULES: Night vision, power from pain, fearless, move through cover, Gestalt consciousness, Awakened slaves
GESTALT CONSCIOUSNESS: The slaves that make up the Prometheus remain separate entities, and the horror of their situation is not lost on them. Because of this, they do not get to fire the two weapons that Monstrous Creatures normally get to, but each of the slaves can fire its own weapon at its own target. If a wound is taken then a slave is lost, along with the ability to fire its weapon.
AWAKENED SLAVES: Because of the heightened awareness that the Prometheus has of its situation, there is always the possibility that the some of the slaves' minds will awaken and will turn on their masters. If a Haemonculus is not within 12” of the Prometheus at the beginning of the player's turn roll a D6. On a roll of a one, one of the slaves awakens. The Prometheus cannot move as the slaves lose their unified purpose. The opponent may fire that slave's weapon for that shooting phase.
OPTIONS:
May select two pieces of Arcane wargear at Haemonculi prices
-Animus Vitae -5pts
-Casket of Flensing-10pts
-Liquifier Gun-10pts
-Vexator Mask-10pts
-Scissorhand-15pts
-Archangel of Pain-15pts
-Hexrifle-15pts
-Shattershard-15pts
-Crucible of Malediction-20pts
-Orb of Despair-20pts
-Dark gate-25pts
-Webway Portal -35pts
May swap out its close combat weapon for two Blast pistols - 20pts
May add up to three more slaves gaining a wound for each (starts with 2)- 25pts
May be armed with one of the following per slave:
-Splinter Cannon-10pts
-Haywire blaster-12pts
-Dark lance-15pts
-Disintegrator-15pts
FAST ATTACK
APOLLYON NIGHTMARE ENGINE --- 60pts
The Apollyon is one of the rarest Engines of Pain. The techniques required to create one of these fiendish creatures involve a far deeper knowledge of the mysteries of the psychic than most Dark Eldar allow themselves, dangerously flirting with breaking the Dark City’s one rule. The use of an Apollyon in combat also means burning away the mind of a psycher, which must be obtained after leaving the city. During raids the Nightmare engine will swoop down on enemy units in a hail of Torment grenades, then bombard their minds with a psychic-fueled blast of terror and agony, often leaving the squad immobilized with fear.
WS: 3, BS: 3, S: 5, T: 7, W: 2, I: 4, A: 2, Ld: 10, Sv: 3+
UNIT TYPE: Flying Monsterous Creature
COMPOSITION: 1 Apollyon Nightmare Engine
WARGEAR: Amoured carapace, close combat weapon, Psycher cage and Dreadbeam
PSYCHER CAGE AND DREADBEAM: An enemy psycher is held in utter psychic torment within a cruel enclosure in the Apollyon’s chest. The Apollyon absorbs the psycher’s anguish and projects it into the minds of its chosen target. This attack is a template attack that for each model hit causes the effected unit(s) to take one test which is both a pinning test and a fear test.
GLIMPSE OF THE ABYSS: A powerful enough Apollyon can use the psycher's shattered psyche to project horrific nightmares into the minds of others. This attack causes its victims to turn on those around them in a desperate attempt to defend themselves from their nightmares. The Apollyon makes a 12" blast attack, any model hit must take a leadership test. If it fails it throws down its weapons and makes one close combat attack against its unit using its base stats. After this attack it is removed as a casualty as its mind is consumed by fear.
WITHERING GAZE: The Abaddon reaches into the psycher's mind and draws on its despair. It can project this despair into the minds of any creature it lays eyes on, robbing them of the will to fight. Chose a unit within 12", each player rolls a D6 and adds their leadership. If the enemy unit loses it is reduced to initiative 1 for the rest of the turn.
SPECIAL RULES: Night vision, power from pain, fearless, move through cover.
OPTIONS:
-May take Withering gaze - 5pts
-May take Torment grenade launchers – 10pts
-May take Glimpse of the Abyss - 10pts
PROMETHEANS --- 40pts/model
The smaller, faster, and much lither siblings of the Prometheus Arcane Engine are the Prometheans. As their name suggests, Prometheans are merely smaller versions of the Prometheus, made with only one slave each. While the Prometheans do not have the advantage of multiple minds working together, the Haemonculi still granted them more higher brain functions than their other creations in order to be capable of using the heavy weaponry they are given.
WS: 5, BS: 5, S: 5, T: 7, W: 1, I: 4, A: 1, Ld: 10, Sv: 3+
UNIT TYPE: Jump Infantry
COMPOSITION: 1-5 Prometheans
WARGEAR: Amoured carapace, close combat weapon
SPECIAL RULES: Night vision, power from pain, fearless, Awakened slaves, Jump, Bulky (3 spaces)
AWAKENED SLAVES: Because of the heightened awareness that the Prometheans have of their situation, there is always the possibility that the some of the slaves' minds will awaken and will turn on their masters. If a Haemonculus is not within 12” of the unit at the beginning of the player's turn roll a D6. On a roll of a one, one of the slaves awakens. The Promethean squadron cannot move as the slaves lose their unified purpose. The opponent may fire that slave's weapon for that shooting phase.
OPTIONS:
Each Promethean may swap out its close combat weapon for two Blast pistols - 20pts
Each Promethean may take one of the following:
-Splinter Cannon-10pts
-Haywire blaster-12pts
-Blaster-15pts
-Disintegrator-25pts
-Dark lance-25pts
This message was edited 25 times. Last update was at 2013/05/07 20:47:57
- You'd need to clarify how transports work when the transporter is not a vehicle, such as with access points, fire points, when it can and cannot disembark etc.
- The Nightmare Engine is very...meh. It swoops over the enemy, causing Pinning tests. I know Dark Eldar are fundamentally known for not being a psychic race, but seeing as this thing uses a captured psyker perhaps you should introduce some psyhic element into it.
- The Prometheus seems incredibly underpowered. For only 15 points more I could take a Ravager, whereas I'd have to pay 40 points for this thing to have only 2/3s of the firepower, with a 1/3 chance that I don't actually get to use it.
So to clarify: They're good ideas, but very lacking in power.
Valkyrie wrote:- You'd need to clarify how transports work when the transporter is not a vehicle, such as with access points, fire points, when it can and cannot disembark etc.
- The Nightmare Engine is very...meh. It swoops over the enemy, causing Pinning tests. I know Dark Eldar are fundamentally known for not being a psychic race, but seeing as this thing uses a captured psyker perhaps you should introduce some psyhic element into it.
- The Prometheus seems incredibly underpowered. For only 15 points more I could take a Ravager, whereas I'd have to pay 40 points for this thing to have only 2/3s of the firepower, with a 1/3 chance that I don't actually get to use it.
I used the Sqiggoth as a template for the transports, I thought that it would make it clear enough but I guess the changes I madeto the Squiggoth's rules complicated things.
I revised it, hopefully the transport rules are clearer now.
I think the nightmare engine's main attack would be very useful... It is pretty much a guaranteed pin, and against non-marines a guaranteed fear result too. With the potential to pin multiple unites if you position the template correctly. But you are right that it could be more useful, so I added the Glimpse of the Abyss power and trimmed some points off.
The Prometheus' big attraction to me is that it is a weapons platform with a great deal more options than any other. It could be loaded with splinter for hoard, dissies for MEQ, Haywire for suppression/HP removal, or DLs for max AV. It can take anything from the Arcane Wargear, plus there's its potential to take the blast pistols and get 3 lance shots if it is within 12".
I trimmed some points off, but you have to remember that as a T7 W3 Sv3+ MC it is a lot more survivable than a ravager.
This message was edited 1 time. Last update was at 2012/07/26 19:25:20
Right, I've got a bit more time / am somewhat more with it at the moment, so what I shall do, is run these up in my little codex workshop, look over them properly, check costing and balance etc, and get back to you in a few hours.
Automatically Appended Next Post: What I am going to do is basically take each of your units, run it through my standard template, compare it to other units, cost up the wargear independantly etc, and then put up my edited unit, with adjusted costs, then include my opinions on the unit.
Furthermore, if it's OK I may want to include some / all of these in my Extended Codex.
OK First up: Noktyrn, The Blood Fool
Spoiler:
BG: Once a Solitaire of the Laughing God, Noktyrn lost faith that Cegorach could claim his soul from She Who Thirsts. Fearing the devices of the Great Fool, he crafted a soulstone that could capture a Harlequin’s spirit before the Laughing God could get to it, and brazenly slew a Troup Leader. He took the soulstone and fashioned a device from it that projected that Harlequin’s spirit to anyone searching for him. Thus hidden, he made his way straight to Commorragh. Through a series of deceptions and guises he worked his way into the upper echelon of the Covens, seeking their dark knowledge to sustain his soul against the end that he had forsaken everything to avoid. Although Slannesh had taken his soul already, there was still a connection to it as long as Noktyrn lived, Through many foreboding rituals and gruesome sacrifices he succeeded in modifying his body’s connection to his soul to allow it to be replenished in his body in the same way that other Dark Eldar can. Slannesh continues to drain Noctyrn’s soul as fast as he can replenish it, so he is still in effect soulless like other Solitaires, but it is enough to keep She Who Thirsts from consuming him in entirety, buying him time to research a more permanent solution. His current line of research involves surrounding himself at all times with ravenous, blood spewing Haemovores. Noktyrn has become obsessed with blood, and the very smell of it thrills him enough to hold off the draw of Slannesh.
FO: HQ Squad: Noktyrn, The Blood Fool Unit: Noktyrn, Points Per: 210, Models: 1*, Unit Type: Infantry (Character), WS-5, BS-5, S-3, T-4, W-2, I-8, A-5, Ld-10, Sv-6+/5+*. Wargear: Gnarlskin Shadow Suit Kiss of Death Flip Belt Hallucinogen Grenades
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) ( SS: Shrouded ) Night Vision Power From Pain Fleet Dance of Death ( DoD - Furious Charge ) ( DoD - Hit and Run ) Altered Physique Spiritless Haemovore Swarms
Unit: Haemovore Swarm, Points Per: 5, Models: 4, Unit Type: Infantry, WS-2, BS--, S-3, T-2, W-3, I-2, A-3, Ld-2, Sv--. Special Rules: Fleet Rending Swarm Field of Blood
Shadow Suit: Noktyrn has the shrouded special rule, as well as the 5+ invulnerable save of the Holo-suit.
Kiss of Death: This weapon is a Harlequin’s Kiss, modified with poisons and barbs that would make any Dark Kin tremble with jealousy. Close combat attacks by the Kiss of Death rend on 4+ instead of the usual 6+.
Spiritless: Noktyrn is not affected by anything requiring him to take a leadership test.
Haemonvere Swarms: Noktyrn starts the game with four swarms of Haemovores.
Field of Blood: The Haemovores surrounding Noktyrn are constantly vomiting blood at his feet. All units but Noktyrn’s treat the area 2” around Noktyrn’s unit as difficult terrain until his haemovores are dead.
I like the character, but for I8 with what's effectively an AP2 Agoniser that gets +D3 to armour pen, etc he was a little cheap, Going off a base Haemonculi then adding all the stat changes + fancy gear / rules, I feel 230pts with the Haemovore Swarms is a bit more appropriate.
ALSO - I gave him Ld10, because while he's not affected by anything requiring a leadership test, he would automatically fail morale checks, etc by having - Ld.
This message was edited 2 times. Last update was at 2012/08/22 12:40:07
Is it deliberate, or an oversight, that none of your Haemonculi make Wracks a Troop Choice?
AND
Furlyn, The Fledgling
Spoiler:
BG:
FO: HQ Squad: Furlyn, The Fledgling
Unit: Furlyn, Points Per: 140, Models: 1*, Unit Type: Infantry, WS-4, BS-4, S-3, T-4, W-2, I-7, A-4, Ld-9, Sv-6+.
Slepnyr Cavalry:
Haemonculi and Wracks may be mounted on a Slepnyr Cavalry Mount for 15pts each.
Any model mounted on a Slepnyr Cavalry Mount changes its unit type to Cavalry and if it is not locked
in combat or charging can move up to 2D6" in the Assault Phase, even if they have Shot or Run in the
preceeding Shooting Phase.
Wargear:
Gnarlskin
The Three Singing Woes
Splinter Pistol
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Night vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Altered Physique
The Three Singing Woes:
Furlyn has two arcane knives that were gifted to her by a Haemonculus Elder that she brought under her sway, there are none like them, and the secret of their forging has been lost. Each time a blow is struck with one of the two Singing Woes, their third, immaterial sister will strike the opponent from behind. The Three Singing Woes are a power weapon with the following profile:
Range--, Str-User, AP-3, Type-Melee.
Special Rules:
The Three Singing Woes cause 2 Wounds for each successful hit.
It's interesting, I adjusted costs, modified what little needed it and updated it to 6th.
Relatively well made tbh. Though I added a Splinter Pistol.
Kiriya Falas, Matron of the Occult Tempest
Spoiler:
BG: The Coven of the Occult Tempest is constantly dreaming up new flesh fiends to fill their battlefields, and their enemies’ nightmares. Kiriya is the ancient founding Haemonculus, some whisper that her origins are from before the Fall. Her signature creations are the Maelstrom Whip Devils that join her whenever she ventures out on a raid.
FO: HQ Squad: Kiriya Falas, Matron of the Occult Tempest
Unit: Kiriya Falas, Points Per: 160, Models: 1*, Unit Type: Infantry (Character), WS-6, BS-4, S-3, T-5, W-3, I-5, A-3(4), Ld-10, Sv-6+.
Maelstrom Guard:
Kiriya must start the game with a unit of Maelstrom Whip Devils if able.
Wargear:
Gnarlskin
Cyclone Flails
Splinter Pistol
Special Rules:
( C: Precision Shots )
( C: Precision Strikes )
Night vision
Power from Pain
Independent Character
( IC: Look Out, Sir (2+) )
( IC: Heroic Morale )
Altered Physique
Special Rules:
Night vision
Power from Pain
Altered Physique
Cyclone Flails: Kiriya’s weapon of choice are two basic Agonizers, but their potency has been increased tenfold. The A Cyclone Flail is a Power Weapon with the following Profile:
Range--, Str-User, AP-3, Type-Melee, Fleshbane.
Razor Tendrils: Count as two close combat weapons with the following profile:
Range--, Str-User, AP--, Type-Melee, Rending.
This one I like less.
The concept is.. intriguing, but having it as THE first Haemonculi isn't really a good plan IMO.
Having it as one of the oldest haems from their inception is all well and good, but as the original? not so great..
Furthermore, Kiriya was someone undercosted, being a better Haem. Ancient with Twin Fleshbaning Agonisers, and the Whip Devils were severely undercosted.
The Whip Devils are basically Grotesques with more attacks, better WS and Initiative and Rending, without the negatives of Bulky or Berserk Rampage.
As you had it, for 220pts you got 50 WS5 Str 4 Rending attacks at I5. (60 on the charge). Bear in mind that Grotesques only get 30 WS4 Str5 hits (40 on the charge) for 350pts.
To be honest, I think 50per is possibly generous, it might want to be 60per.
This message was edited 3 times. Last update was at 2012/08/22 15:49:25
Oh! totally an oversight! Yes, each one still makes Wracks a troop choice.
What costs did you change with Furlyn? And I do not really feel like a splinter pistol fits her personality very well. She already has two CCWs.
I actually did not mean for Kiriya to be THE original, I guess I worded it wrong/left out words. Just that she was there when the Covens first started. Ancient founding, first founding... Little bit of SM influence there, oops. ; P
Yeah the Whip Devils.... I'd actually rather drop them in power than significantly raise their price...
How does Points Per: 22, WS-5, BS-1, S-4, T-5, W-1, I-5, A-3(4), Ld-3, Sv-6+ sound?
This message was edited 1 time. Last update was at 2012/08/22 18:24:50
I like the updated Pain Engines, although the Abaddon still seems quite lacking for what you buy. I would recommend you incorporate either a proper offensive psychic potential or a null-zone effect, similar to the Pariahs from the old Necron 'dex.
Elder of the Coven --- 60pts
Although a Coven is usually led by one predominant Haemonculus, there is often a body of advisers and sycophants that hover around this leader. Among them are the elders of the Coven, each possessing a unique skill valuable to the Head Haemonculus.
WS: 4, BS: 4, S: 3, T: 4, W: 2, I: 5, A: 2, Ld: 9, Sv: 6+
UNIT TYPE: Infantry
COMPOSITION: 1 (Unique)
WARGEAR: Gnarlskin
SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique,
Council of Elders: Any Haemonculus can take one of these units, traits given by multiple Councils do not stack however. The unit can join with any unit that the Haemonculus can.
OPTIONS:
Take up to 1 of each of the following for 60 points per model:
Lord of Skin: Any unit with Gnarlskin in its wargear may upgrade to Leathered Hide (4+ Armour) for 5 pts per model
Lord of Muscle: Any unit with Altered Physique in its special rules may upgrade to Muscle Bound (+1 Strength, keeps pain token from APh) for 5pts per model
Lord of Tendon: Any unit with Altered Physique in its special rules may upgrade to Fury Blitzer (Gains fleet) for free
Something you might like is my Hardened Gnarlskin - Ancient flesh that's scars upon scars, a lifetime of extreme pain leading to the ability to ignore all but the most severe of wounds: Hardened Gnarlskin confers a 3+ Armour Save and 6+Inulnerable Save. Do not throw it around willy-nilly though, it's a fairly major upgrade for Coven forces . I have so far only got it on... 1-2 Special Characters and 3 Gargantuan Creatures.
Gains Fleet for free army wide is a bit harsh. I'd probably go at +5pts per model, same as the rest.
I'd also do it up as something like this instead: Haemonculi Council
Spoiler:
FO: HQ Squad: Haemonculi Council ----------------------------------------------------------------------------------------- Unit: Coven Elder, Points Per: 90, Models: 1, Unit Type: Infantry (Character), WS-5, BS-5, S-3, T-4, W-3, I-5, A-3(4), Ld-10, Sv-6+. Lords of Flesh: Wracks become Troops choices. Models with the Power from Pain rule gain the following rule when they have 4 or more Pain Counters (in addition to existing benefits from Power from Pain): Hatred
Wargear: Gnarlskin Venom Blade Stinger Pistol
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) Night Vision Power from Pain Independent Character ( IC: Look Out, Sir (2+) ) ( IC: Heroic Morale ) Altered Physique ----------------------------------------------------------------------------------------- Unit: Lord of Skin, Models: 0-1, Unit Type: Infantry (Character), WS-4, BS-4, S-3, T-4, W-2, I-4, A-2(3), Ld-9, Sv-4+. Living Armour: Any model with the Altered Physique special rule except for the Lord of Skin can replace their Gnarlskin with Leathered Hide for 5pts per model.
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) Night Vision Power from Pain Altered Physique ----------------------------------------------------------------------------------------- Unit: Lord of Muscle, Models: 0-1, Unit Type: Infantry (Character), WS-4, BS-4, S-4, T-4, W-2, I-4, A-2(4), Ld-9, Sv-6+. Biotic Overdrive: Any model with the Altered Physique special rule except for the Lord of Muscle can gain +1 Strength for 5pts per model.
Wargear: Gnarlskin Scissorhand Splinter Pistol
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) Night Vision Power from Pain Altered Physique ----------------------------------------------------------------------------------------- Unit: Lord of Flies, Models: 0-1, Unit Type: Infantry (Character), WS-4, BS-4, S-3, T-4, W-2, I-4, A-2, Ld-9, Sv-6+. Fury Biltzer: Any model with the Altered Physique special rule except for the Lord of Flies can be given the Fleet Special Rule for 5pts per model.
Wargear: Gnarlskin Hex Rifle Close Combat Weapon
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) Night Vision Power from Pain Altered Physique Fleet ----------------------------------------------------------------------------------------- Unit: Lord of Bone, Models: 0-1, Unit Type: Infantry (Character), WS-4, BS-4, S-3, T-5, W-2, I-4, A-2(3), Ld-9, Sv-6+. Anorthite Skeleton: Any model with the Altered Physique special rule except for the Lord of Bone can gain +1 Toughness for 5pts per model.
Wargear: Gnarlskin Flesh Gauntlet Splinter Pistol
Special Rules: ( C: Precision Shots ) ( C: Precision Strikes ) ( C: Look Out, Sir (4+) ) Night Vision Power from Pain Altered Physique ----------------------------------------------------------------------------------------- Options: The Coven Elder may replace his Venom Blade and/or Stinger Pistol with: Venom Blade +5 Stinger Pistol +5 Power Weapon +10 Mindphase Gauntlet +10 Flesh Gauntlet +20 Agoniser +20 Electrocorrosive Whip +20 Huskblade +35 Take up to two of the following: Animus Vitae +5 Casket of Flensing +10 Liquifier Gun +10 Soul-Trap +10 Vexator Mask +10 Scissorhand +15 Archangel of Pain +15 Hex Rifle +15 Shattershard +15 Crucible of Malediction +20 Orb of Despair +20 Dark Gate +25 Webway Portal +35
And maybe back them up with this: Flesh Guardians
Spoiler:
FO: HQ Squad: Flesh Guardians Unit: Wrack, Points Per: 10, Models: 3-10, Unit Type: Infantry, WS-4, BS-4, S-3, T-4, W-1, I-4, A-1(2), Ld-8, Sv-6+. Each Haemonculi Council may be accompanied by a retinue of Flesh Guardians. This squad does not use up a Force Organisation chart selection.
Wargear: Gnarlskin Two Poisoned Weapons (4+)
Special Rules: Night Vision Power from Pain Altered Physique ----------------------------------------------------------------------------------------- Unit: Grotesques, Points Per: 35, Models: 1-5, Unit Type: Infantry, WS-4, BS-1, S-5, T-5, W-3, I-4, A-3, Ld-3, Sv-6+.
Wargear: Gnarlskin Two Poisoned Weapons (4+)
Special Rules: Night Vision Power from Pain Altered Physique Berserk Rampage Bulky ----------------------------------------------------------------------------------------- Options: For every five models in the squad, one Wrack may replace a poisoned weapon with: Liquifier Gun + 10 One Grotesque may exchange his CCW for: Liquifier Gun + 10 The squad can be mounted on a: Raider > 60+ Tantalus > 215+
This message was edited 1 time. Last update was at 2012/10/02 23:04:48
I like to think that I take his raw ideas, clean the edges into something (I hope) fits his original concept, but with my own mildly neurotic brand of codexey rules and layout.
This message was edited 1 time. Last update was at 2012/09/26 21:03:03
I like it, you really do a good job "cleaning the edges" off my ideas.
And to that point I have to ask: Did you plan on editing the rest of my codex? Coz like I said, I love your work.
I understand if you're busy, just hope you hadn't forgotten.
One question, was there supposed to be no difference besides stats between Lord of Flies and Lord of Bone?
This message was edited 1 time. Last update was at 2012/10/02 22:37:24
I'll get round to them eventually... I'm working on updating my Tau 'dex to 6th at the moment, then I'll work on my Dark Eldar, and yours (being most of it I like, and especially once tweaked will slot quite nicely into my own Extended Codex).
And they are different. Each Lord benefits from its own boost - so Bone and Flies get Fleet and looking at it, I did infact screw up and not change it.. xD
Edits
Ok, so each lord is a regular Haemonculi that benefits from his own bonus, with the Coven Eldar being a Haem. Ancient. By rights, they shouldn't be able to take it again, but I was too lazy to write it in - I'll fix that too.
Further Edits
There - all fixed.
This message was edited 2 times. Last update was at 2012/10/02 23:06:51