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Made in us
Regular Dakkanaut





"Heh, one would think the Eldar had mastered the warp, right up until their empire destroyed itself, in nothing short of the greatest calamity the galaxy has ever witnessed. They still say the Necrontyr would have won the war, had the Olden Ones not intervened with the thrice cursed Krok, we knew of their kind long before the Olden ones tampered with; "Altered" them. Long before they where the pinnacle of war they have become today, when they where little more than rodents who reproduced amongst the stars. The manlings don't know the half of it. Those same men would have you think the Galaxy is rightly theirs, a just cause, intent upon claiming the fruits of the galaxy itself, after they suffered a Calamity of their own sorts; nothing comparable to the birth of a Godling of course, but nonetheless, a notable moment in the annals of this bloody galaxy. The Young ones? Pah, their race is just that, young, a race designed to be controlled by the "Ones Greater than Themselves", Ethereals they call them, would have you think they are working for a greater good. Whats left of the galaxy is hell bent on consuming life, if only they would wisen up, have that hive mind do some serious thinking, maybe realize that they are part of the life they seek to consume eh? These Tyranid life forms; could hardly scour the Earth itself! Let alone the entirety of MY species, the Wise ones, we are Bearded, wide of girth and stout of heart, built to withstand the temper of time. Masters of technology and wielders of the Rhuns. Heh, I almost remember a time when our names where sung upon an empire as vast as the Eldars, Space Elves, Heh. We go by the Demiurg these days, in our hearts we go by the word Dwarves, for that is what we are laddie and its time the Galaxy sang of us once more."

A beginning concept, shout outs to Ovion for being awesome.

I really want to bring in the Runic Items and item creation from Warhammer into 40k for the Demiurg.

Spoiler:
Army: The Demiurg
BG: Lords of the Demiurg are ancient individuals who move with the burden of the ages upon their shoulders, having witnessed much of the galaxies catastrophes, it is time to act.

FO: HQ
Squad: Demiurg Lord
Unit: Demiurg Lord , Points Per:100 , Models:1 , Unit Type: Independent Character

WS-4, BS-4, S-3, T-5, W-4, I-2, A-2, Ld-10, Sv-4+

Wargear:
Ion Rifle (15" S5 AP5 Heavy 1, Tesla, Deflagrate)
Rhun Weapon
Rhun Armor
Frag Grenades
Krak Grenades

Rhun Armor: 4+ Armor Save

Rhun Weapon: Str- User AP- 3

Special Rules:
Stubborn,
Fat of Foot
Masterwork
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
( C: Wisdom of the Ages)

Fat of Foot:
Short and Stout doesn't equate with Light and Nimble.

Models with this special rule may only move 3" in the movement phase, may not run and only roll one d6 to determine charge distance in the assault phase.
Models with this special rule may fire Heavy, Salvo and Ordnance Weapons, counting as stationary even if they moved in the previous Movement Stage.

Wisdom of the Ages:
A Lifetime lived is oftentimes a lifetime spent, this is not the case when you have lived many lives, in many ages.

A Squad with at least one model with this special rule (Not counting independent Characters) may select Rhun options from the List of Lesser Rhuns.

Masterwork:
Why make something shoddy in half the time, when you can make something perfect in four times the time?

All weapons wielded by one or more models with this special rule are treated as Master Crafted.

Options:

The Demiurg Lord may take any of the following:

Iron Mantle: 25 Points (4+ Invulnerable Save)

The Tome of Rhuns: 50 Points (Allows you to take one additional Greater Rhun of Protection)

Master Rhuns: An independent Character may take one Master Rhun for each other Rhun they have taken.

Rhunic Armor: A model wearing Rhunic Armor may take up to three Armor Rhuns

Armor Rhuns:


Rhun Weapon: Each Rhunic Weapon may take up to three Weapon Rhuns (you may not take the same Rhun combinations twice.)


Greater Rhuns of Protection:
Up to two Greater Rhuns of Protection may be taken, you may not select the same greater Rhun twice.




Spoiler:
Army: The Demiurg
BG: Warriors of the Demiurg are stalwart individuals who have mastered countless crafts, led by an Aged Warrior, they have access to a wide array of the Demiurgs secrets.

FO: Troops
Squad: Demiurg Warriors
Unit: Demiurg Warriors , Points Per:11 , Models:5-10 , Unit Type:Infantry (Warriors) , Infantry: Character (Venerable Warrior)

WS-3, BS-3, S-3, T-4, W-1, I-2, A-1, Ld-8, Sv-4+ (Warrior)
WS-3, BS-3, S-3, T-5, W-2, I-2, A-1, Ld-9, Sv-4+ (Venerable Warrior)

Wargear:
Ion Rifle (15" S5 AP5 Heavy 1, Tesla, Deflagrate)
Carapace Armor,
Frag Grenades,
Krak Grenades

Special Rules:
Stubborn,
Fat of Foot
Masterwork
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
( C: Wisdom of the Aged)

Fat of Foot:
Short and Stout doesn't equate with Light and Nimble.

Models with this special rule may only move 3" in the movement phase, may not run and only roll one d6 to determine charge distance in the assault phase.
Models with this special rule may fire Heavy, Salvo and Ordnance Weapons, counting as stationary even if they moved in the previous Movement Stage.


Wisdom of the Aged:
I have been around the block Beardling, I KNOW things.. Dirty Dirty things...

A unit containing one or more models with this special rule may take Prism Shivs.
Prism Shiv: Str- User AP – Tesla, Deflagrate
+5 points per model

Masterwork:
Why make something shoddy in half the time, when you can make something perfect in four times the time?

All weapons wielded by one or more models with this special rule are treated as Master Crafted.

Options:

One Model may be upgraded to a Venerable Warrior for +15 Points

One Model in five may replace their Ion Rifle with:

Heavy Flamer +5 Points
Heavy Bolter +5 Points
Autocannon +10 Points
Plasma Gun +15 Points
Lascannon +20 Points

Any Model may take a:

Ion Pistol +5 Points per model
Lesser Rhun Weapon +10 Points per model (Any model with a Lesser Rhun weapon my select one Weapon Rhun)

Lesser Rhun Weapon: Str-User AP-4







Spoiler:
Army: The Demiurg
BG:

FO: Heavy Support
Squad: Demiurg Gatesmiths
Unit: Demiurg Gatesmiths , Points Per:18 , Models:5 , Unit Type:Infantry (Gatesmiths) , Infantry: Character (Venerable Gatesmith)

WS-3, BS-3, S-3, T-4, W-1, I-2, A-1, Ld-8, Sv-3+ (Gatesmith)
WS-3, BS-3, S-3, T-5, W-2, I-2, A-1, Ld-9, Sv-3+ (Venerable Gatesmith)

Wargear:
Ion Rifle (15" S5 AP5 Heavy 1, Tesla, Deflagrate)
Power Armor,
Frag Grenades,
Krak Grenades

Special Rules:
Stubborn,
Fat of Foot
Masterwork
Gatesmiths
( C: Precision Shots )
( C: Precision Strikes )
( C: Look Out, Sir (4+) )
( C: Wisdom of the Aged)

Fat of Foot:
Short and Stout doesn't equate with Light and Nimble.

Models with this special rule may only move 3" in the movement phase, may not run and only roll one d6 to determine charge distance in the assault phase.
Models with this special rule may fire Heavy, Salvo and Ordnance Weapons, counting as stationary even if they moved in the previous Movement Stage.


Wisdom of the Aged:
I have been around the block Beardling, I KNOW things.. Dirty Dirty things...

A unit containing one or more models with this special rule may take Prism Shivs.
Prism Shiv: Str- User AP – Tesla, Deflagrate
+5 points per model

Masterwork:
Why make something shoddy in half the time, when you can make something perfect in four times the time?

All weapons wielded by one or more models with this special rule are treated as Master Crafted.

Gatesmiths:
Just a Gate? JUST. A GATE? I will have you know we have been building gates for thousands of generations us Gatesmiths, I could build a gate to bloody Terra if I had a Mind to! And it would work too; you would just step on through; be there in an INSTANT. Pah, Just a gate... Its JUST a gate......

A unit of Gatesmiths and any attached independent characters may begin the game in reserves. These models scatter 1d6 when entering play. If a unit of Gatesmiths is removed from the Board, the closest unit (Friendly or Enemy) within 1d6 inches may enter reserves.

Options:

One Model may be upgraded to a Venerable Gatesmith for +15 Points

One Model in Three may replace their Ion Rifle with:

Missile Launcher +10 Points (Frag, Krak and Flak Missiles)
Plasma Cannon +30 Points
Repeating Ion Cannon +35 Points (Range- 20" Str- 7 Ap-4 Heavy 2,Tesla, Deflagrate
Lascannon +25 Points







Spoiler:
Army: The Demiurg
BG:

FO: Fast Attack
Squad: Demiurg Deringer Battle Automata
Unit: Deringer Battle Automata , Points Per:95 , Models:1-3 , Unit Type:Monstrous Creature (Deringer Battle Automata) ,

WS-3, BS-3, S-5, T-6, W-3, I-2, A-2, Ld-8, Sv-4+ (Battle Automata)

Wargear:
Repeating Ion Cannon (20" S7 AP4 Heavy 2, Tesla, Deflagrate)
Ionic Gauntlet (Str-User AP-3, Tesla, Deflagarate,Unwieldy)
Localized Ion Field (Models within 1" Of a Deringer Battle Automata take d3 Str-5 Ap- Tesla, Deflagrate hits at the start of each Assault Phase)
Advanced Targeting Array (This model may fire two weapons during the shooting phase.)

Special Rules:
Fearless,
Relentless,
Fleet,
Crusader,
Directive Required: A Demiurg model must be within 12" for a Deringer Battle Automata to move, if there is no Demiurg model within 12" a Deringer Battle Automata may not move, may not assault and may only snap fire its weapons)

Options:

A Deringer Battle Automata may take any of the following:

Soul Bonding: +50 Points (+1 Toughness, +1 Wound, a Deringer Battle Automata with this upgrade is no longer subject to the Directive Required Special Rule.)
Particle Lance Projector: +30 Points ( Range 2" Str-10 AP-1, Tesla, Deflagrate)
Heavy Flamer +15 Points
Heavy Bolter +5 Points
Heavy Ceramite Plating: +20 Points (3+ Save)







Spoiler:


Rule of the Rhuns:

One Master Rhun may be taken for every two non Master Rhuns taken by the same Character.

Up to three Weapon Rhuns may be taken by a model equipped with a Greater Rhun Weapon.

One Weapon Rhun may be taken by a model equipped with a Lesser Rhun Weapon.

Up to three Armor Rhuns may be taken by a model equipped with Rhun Armor.

Up to two Greater Rhuns of Protection may be taken by each Independent Character in your army.

One Lesser Rhun of protection may be taken by each Character and/or Independent Character in your army.

The Rule of One:

Models may not take the same combinations of Rhuns as another model. Models that take only one Rhun are exempt from this rule.

For Example, Two models may not have the same combination of Greater Rhuns of Protection, Armor Rhuns, Weapon Rhuns or Master Rhuns. Two Rhun weapons with two Rhuns of Piercing each may not be taken, only one Rhun Weapon with TWO Rhuns of Piercing may exist.




As an ancient race, the Demiurg have been using the Warp as a source of energy since the War in Heaven. The Demiurg are capable of refining Warp energy, removing the impurities much in the same way one refines ore. Utilizing this process, they bind this purified Warp essence with Rhuns, icons of power that resonate with the three great forms of expression, Might, Wisdom and Compassion.

Rhuns function much in the same way a Psyker does, they form a connection with the warp and shape reality through it. However, since a Rhun subjects the Warp energy to a process of refinement, removing Daemons, negativity and the deep seated insanity that lies in the hearts of all living creatures, the energy produced is similar, if not identical to the Warp before the War in Heaven.

The Demiurg lack psykers in the traditional sense, a Demiurg that is receptive to the ebbs and flows of the warp is an exceptionally stalwart individual; as a Demiurg is formed of stone, so too is their soul created of a sterner disposition, incapable of undergoing the spiritual manipulation that allows one to create warpflame or summon Daemons, A Demiurg soul is an immobile bastion in a sea of insanity.

This resilience is what allows the Demiurg psykers to infuse objects with great power, as their souls provide a completely stable gateway through the warp, an object infused with Rhunic power effectively seals that power within the item. Demiurg Pyskers are known as Rhunsmiths.

The power of the Rhuns may only be placed in specially prepared items, with the exception of Rhuns of Protection, these are inscribed directly onto the individual receiving them and follow a set of stringent rules know as the Order of Rhuns.

Rhuns:

Master Rhuns: A model may take one Master Rhun for every two other Rhuns they have taken.

Master Rhun of Death: +50 Points (A Model Wounded by a Weapon with this Rhun must take a toughness test on each subsequent turn, on a failed test the model suffers d3 wounds)
Master Rhun Wounding: +50 Points ( A model wounded by a Weapon with this Rhun suffers -1 wound until the end of the game)
Master Rhun of Swiftness: +35 Points ( A model that takes this Rhun always strikes first in close combat.)
Master Rhun of Precision: +35 Points (A model that takes this Rhun always hits on a 2+ in close combat)
Master Rhun of the Adamant: +150 Points (A model with this Rhun has Toughness 10, but must always issue and Accept Challenges, in addition, if this model dies, you lose one Victory Point.)

Weapon Rhuns:

Rhun of Breaking: +35 Points (If the Wielder inflicts one or more unsaved wounds against an opponents character, both sides must roll a d6, if the wielder rolls higher, the wielder may select and discard one Weapon on that character)
Rhun of Piercing: +5 Points (This weapons AP value is increased by one)
Rhun of Restraint: +5 Points (Any models in base to base contact with a model with this Rhun suffer -1 to their number of attacks)
Rhun of Might: +30 Points (Doubles the users strength in combat against models with toughness 5 or greater)
Rhun of Wear: +15 Points (A Model wounded by a weapon with this Rhun suffers -1 to any saves they may have until the combat ends.)
Rhun of Cleaving: +20/45/75 Points (+1 Strength, also confers Armorbane if taken twice, also confers Fleshbane if taken thrice )
Rhun of Smiting: +40 Points (This weapon inflicts d3 wounds)
Rhun of Striking: +15/40/70 Points (+1 Weapon Skill, you may also re-roll failed to hit in close combat if taken twice, weapon skill ten if taken thrice)
Rhun of Fate: +25 Points (Double Wounds against first character hit, Triple Wounds if taken twice, Quadruple wounds if taken thrice)

Armor Rhuns:

Rhun of Wyrdbreak: +15 Points (Physic tests taken within 12" peril on any Double roll rather than just double ones or double sixes)
Rhun of Deflection: +10 Points (shooting attacks targeting a squad with at least one model with this Rhun take a penalty of -1 to their strength.)
Rhun of Quaking: +15 Points (A model charging one or more squads with at least one model with this Rhun treat the terrain they have to cover in the charge as difficult terrain)
Rhun of Resilience: +20 Points (You mar re-roll failed armor saves)
Rhun of Resistance: +25 Points (A model suffering one or more wounds may mitigate one of those wounds on a roll of 5+. this 5+ is known as a resistance save and may not be altered in any way)
Rhun of Immortality: +35 Points (Confers Eternal Warrior)
Rhun of Iron: +20/45/70 (Confers an additional wound, if taken twice, also confers +1 Toughness, if taken thrice, also confers It Will Not Die)
Rhun of Fortitude: +35/60/100 Points (Confers +1 Toughness, also confers a 5+ Invulnerable save if taken twice, also gains Enduring Warrior

Enduring Warrior: Shooting or Close Combat attacks that inflict multiple wounds inflict only one wound on a d6 of 3+

Greater Rhuns of Protection:

Greater Rhun of Stone: +2 Toughness +40 Points
Greater Rhun of Strength: +2 Strength +30 Points
Greater Rhun of Vitality: +2 Wounds +35 Points
Greater Rhun of Regeneration: 4+ Feel No Pain +25 Points
Greater Rhun of Stone Skin: Increases armor save by two +15 Points (May only be Taken Once
Greater Rhun of Invulnerability: Increases Invulnerable saves by one +30 Points (Grants a 6+ Invulnerable save if the model taking it lacks an invulnerable save)

Lesser Rhuns of Protection:

Lesser Rhun of Stone: +1 Toughness +7 Points per model
Lesser Rhun of Strength: +1 Strength +2 Points per model
Lesser Rhun of Vitality: +1 Wound +5 Points per model
Lesser Rhun of Regeneration: 5+ Feel No Pain +8 Points per model (an additional Minor Rhun of regeneration changes the FNP roll to a 4+)
Lesser Rhun of Stone Skin: Increases armor save by one +4 Points per model (May only be taken once)

This message was edited 47 times. Last update was at 2014/04/09 06:28:45


 
   
Made in us
Never Forget Isstvan!






So i could take a unit of 20 toughness 5 heavy bolters for 340 points.

they match up pretty favorably againgst sternguard and take up a troop slot.

tbh with the options this squad has you dont need any other slots but troop or hq.

2 HQ's hopefully either buffers, tanks, or melee beatsticks with 6 squads of these guys could beat anything.

they are slow as turd, but their codex should have transports for that.


Well it is a cool idea.........

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Made in us
Regular Dakkanaut





Eihnlazer wrote:
So i could take a unit of 20 toughness 5 heavy bolters for 340 points.

they match up pretty favorably againgst sternguard and take up a troop slot.

tbh with the options this squad has you dont need any other slots but troop or hq.

2 HQ's hopefully either buffers, tanks, or melee beatsticks with 6 squads of these guys could beat anything.

they are slow as turd, but their codex should have transports for that.


Well it is a cool idea.........


There was a typo on the unit size, It's five to ten, my bad. I hastily put my ideas out there late last night.


This message was edited 2 times. Last update was at 2014/04/02 22:45:29


 
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

T4/5 because they kept turning into stone I presume?
Really, you should give them some sort of short ranged ion weaponry because that is where the tau originally got ion tech from.

Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Regular Dakkanaut





 Co'tor Shas wrote:
T4/5 because they kept turning into stone I presume?
Really, you should give them some sort of short ranged ion weaponry because that is where the tau originally got ion tech from.


T:4 because Dwarves are inherently durable, Toughness 5 on Aged units because of stone form aging. As of now the Demiurg survived the Tyranids by temporarily rendering themselves inert in a complete stone form. This trait allows them to mine amongst the Astroids with relative impunity because they don't register as living creatures.

where does it say the Tau got their Ion Technology from the Demiurg?, Ion Rifle 15" Str 6 ap 4 Heavy 1, Gets Hot! ?

Ion Pistol 6" Str6 ap 4 Pistol Gets Hot! ?

I would probably value the Ion Rifle at 5 points base, the pistol at 3 maybe, so for a base price increase of one point for the Ion Rifle?

I really like Masterwork as a special rule, but Idk if Str6 ap 4 at bs 3 with a re-roll would be too strong.

This message was edited 1 time. Last update was at 2014/04/03 21:53:59


 
   
Made in us
Fixture of Dakka





Are these supposed to be robots or some other kind of drone?

The only way Demiurg would ever be encountered physically would be on their ships, as they are almost religiously xeno and agoraphobic. That's why they make heavy use of automatons to do their actual out of ship work.

Also, they are reptilian, not dwarfish. Ignore that picture circulating the net, they are described in BFG source material.

"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."

This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.


Freelance Ontologist

When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. 
   
Made in us
Regular Dakkanaut





 DarknessEternal wrote:
Are these supposed to be robots or some other kind of drone?

The only way Demiurg would ever be encountered physically would be on their ships, as they are almost religiously xeno and agoraphobic. That's why they make heavy use of automatons to do their actual out of ship work.

Also, they are reptilian, not dwarfish. Ignore that picture circulating the net, they are described in BFG source material.


From what I have seen they don't look reptilian. They resemble Golems. These are legitimate Demiurg, I suppose they could be automatons, but I haven't seen anything regarding their xeno and agoraphobic tendencies.

They are still going to have a list of Rhuns, the current list is a draft, what I plan on doing is having one or two Rhuns available to all of their units, then have tiered Lists of Lesser, Greater and Master Rhuns, available if the model takes a Rhun Weapon/Armor. That way there is at least some cost to access the enchantments.

This message was edited 1 time. Last update was at 2014/04/03 22:12:34


 
   
Made in us
Wise Ethereal with Bodyguard




Catskills in NYS

I got the BFG unite the stars thing right here and there isn't anything about reptilian

DEMIURG ‘STRONGHOLD’ COMMERCE VESSEL
The type classified as ‘Stronghold’ class is fairly typical of Demiurg vessels, being very large, technologically advanced and extremely well powered. Strongholds appear to act as factory/processor vessels and bases for a fleet of intersytem asteroid mining pods, haulage flyers and prospector probes (it is theorized that many of these are automated). Typically, lone strongholds have been encountered in the flare or mercurial zones of uninhabited star sytems, hanging motionless and prow-on to the star with a cloud of small craft busily hustling to and fro to exploit local resources. In most cases these ships withdraw their craft and disenage if challenged but in some instances have inexplicably turned on their attackers with surprising ferocity. It is worthy of note that every known encounter between Demiurg and Ork vessels has
resulted in combat, and that renegade elements have often hired Demiurg vessels to fight as mercenaries in interplanetary and intersystem power struggles. As warships, Demiurg vessels are slow but well defended, boasting considerable firepower at close ranges and the capacity for launching mining craft reconfigured as attack craft and torpedoes. A notable trait of the Stronghold class is its employment of an array of electromagnetic fields around its prow to scoop up interstellar hydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet effect but the complex shielding it requires evidently produces numerous other benefits. This process is little understood by the Adeptus
Mechancius and they would dearly like to secure an intact Stronghold for investigation, but thus far the opportunity has eluded them.

More common than the larger Stronghold class, Demiurg Bastions are nonetheless only occasionally sighted in the giant vastness of wilderness space along the eastern rim of the galaxy. Bastion class vessels appear to be more heavily configured for asteroid mining than
the stately Stronghold, which is known to function as a factory/processor. Presumably resources and finished goods are exchanged between these vessels but there are no eye witness reports of such. Scattered reports by Rogue Traders indicate that a Bastion class vessel is crewed by a ‘brotherhood’ and that Strongholds are homes to typically two or three brotherhoods, it is possible that Strongholds and Bastions form some extended affiliation but if this the case each group must be widely scattered in different systems light years apart. The one exception to this is when the Demiurg muster for war, when two or three Bastions gather to protect each Stronghold. As warships, Bastions compare to cruisers in most respects, though impressive lance turrets and battery firepower at close ranges make them a thorny prospect. As
with the Stronghold class, Bastions have the capacity for launching mining craft and probes reconfigured as attack craft and torpedoes.
Also, like the Stronghold, the Bastion uses an electromagnetic field to scoop up interstellar hydrogen and accelerate it to the rear of the ship to provide motive power and energy for the specialised cutting beam it employs for cracking asteroids or enemy ships.


THE DEMIURG
Once a supremely rare sight, the gigantic stately commerce vessels of the Demiurg have been seen with increasing regularity in the Ultima
Segmentum over recent centuries. Although known in legend among many indigenous races through the region, Demiurg vessels avoid
Imperium-claimed space scrupulously unless specifically invited in. Unfortunately, less than scrupulous planetary governors have been known to employ Demiurg forces to bolster their own positions, inviting Inquisitorial censure for their truck with aliens. Fleet strategists have postulated a link between the ships and the expansion of the Tau Empire on the Eastern Fringe, citing three confirmed sightings of Tau/Demiurg or Kroot/Demiurg fleets in the region of the Damocles Gulf. Others have suggested that the nomadic movement of the mysterious Demiurg demonstrates only an opportunistic desire to capitalise on the disruption caused by the Tyranid hivefleets.


DEMIURG SPECIAL RULES
Demiurg stronghold and Bastion class vessels
use the following the special rules:
Blast Markers:
The curious shielding arrangement of Demiurg vessels dissipates the effects of ionised gases and repels larger obstacles in its path. As a result, any Blast marker which a Stronghold moves over is removed immediately – this includes any in base contact with the stronghold at the beginning of its turn. Blast markers have no effect on the movement of the Demiurg ship. Keep markers ‘hoovered up’ like this to one side so they can be
used to fire a cutting beam from the prow in the shooting phase. Note that Blast markers moved over must be removed, the Demiurg player can’t
choose to remove some markers and leave others in place.

Celestial phenomena:
Demiurg ships are totally unaffected by solar flares, gas and dust clouds and radiation bursts. Do not place blast markers in contact with them
for celestial phenomena of any kind. Deployment and Scenarios

Aside from the Tau, who appear to have the strongest known connection with the Demiurg, a number of races have on occassion been reported as having made contact with these aliens. Any fleet except Orks, Tyranids and Necrons can use Demiurg Bastion class vessels; they are purchased as cruisers but do not contribute to the number of ships required to gain access to battleships, grand cruisers, etc. Demiurg ships can never carry fleet commanders, use fleet commander re-rolls or be placed in squadrons with non-Demiurg vessels. Tau fleets (and other races whose fleet list
specifically include the Demiurg) ignore these restrictions and should instead select Demiurg vessels using the entries given in their fleet list.
Mercenaries
Unless the fleet is entirely composed of Demiurg ships they are considered to be mercenaries and will not continue to fight if crippled. Crippled
Demiurg ships will attempt to disengage every turn and run for the nearest point on the nearest table edge if they fail. However, if the Demiurg
ship is part of a fleet fighting against Orks it will only disengage if first reduced to only having 1 or 2 Damage points remaining.


DEMIURG WEAPONS
Demiurg Stronghold and Bastion class vessels use the following the special rules:
Cutting beam:
The cutting beam is a short ranged but
devastating ionisation beam usually employed for gouging out recalcitrant moonlets. The cutting beam counts as a single lance but each
Blast marker picked up by the Bastion in the Movement phase gives the beam the equivalent of one extra lance shot (up to a maximum of 8).
Blast markers cannot be held from turn to turn in order to power the cutting beam, any unused ones are lost.

Launch bays:
Demiurg ordnance is reconfigured from its automated mining machines within the cavernous dorsal launch bays. Some Demiurg ships are equipped with launch bays which are also permitted to fire torpedoes. If this is the case this will be noted n the ‘Range/Speed’ column of the launch bays profile. Such launch bays can be used to release either attack craft or torpedoes, but not both in the same turn. Note that Demiurg torpedoes and attack craft are not always interchangeable, so Demiurg torpedo tubes cannot be used to launch attack craft, and launch bays may only fire torpedoes if noted in the ship profile.


Rules wise I was thinking something like 18" S7 AP4 Salvo 1/2

This message was edited 2 times. Last update was at 2014/04/04 00:25:10


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Rules wise I was thinking something like 18" S7 AP4 Salvo 1/2


I suppose that is doable, they will always fire the weapon at Salvo 2.

What about 15" S5 AP5 Heavy 1, Tesla, Deflagrate? I would value the weapon at 10 points probably, that would be around a 2 point increase per model putting the Warriors at 11 Points per model with below "Average" stats.

This message was edited 5 times. Last update was at 2014/04/04 12:45:42


 
   
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Lesser Daemon of Chaos





San Mateo, CA

I like the idea of a slow, short-ranged shooty army, but I think there are cooler and more "dwarfy" ways to get close other than gating in, which is no more interesting than deep striking and feels like eldar magic, besides.

I picture a huge obelisk thrusting up from the earth, kind of like a reverse drop pod. Or maybe some other way to compensate for their slowness, like some kind of magna-grapple that would allow for short jumps if it hit an enemy vehicle, or a transport that could either count as a skimmer (and have like, armor 8) or enter some kind of far-better turtle mode.

I like the Rhuns as well, but I worry that they may be too generic. Are there any disadvantages to using rhuns? I notice you tried to put a drawback on the adamant one. I don't know, I think for an army to feel dwarfy it should be kind of like an anti-eldar-- very specialized, just in a different way.

5000
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I like the idea of a slow, short-ranged shooty army, but I think there are cooler and more "dwarfy" ways to get close other than gating in, which is no more interesting than deep striking and feels like eldar magic, besides.


As a rule of thumb, I want their deep striking to have repercussions, using a gate means that the closest models have a chance of slipping through the door before it vanishes, I want there to be chained movement, dependent on other squads.

I picture a huge obelisk thrusting up from the earth, kind of like a reverse drop pod. Or maybe some other way to compensate for their slowness, like some kind of magna-grapple that would allow for short jumps if it hit an enemy vehicle, or a transport that could either count as a skimmer (and have like, armor 8) or enter some kind of far-better turtle mode.


I haven't started on their dedicated transports, but I have some ideas similar to yours in my notes.

I like the Rhuns as well, but I worry that they may be too generic. Are there any disadvantages to using rhuns? I notice you tried to put a drawback on the adamant one. I don't know, I think for an army to feel dwarfy it should be kind of like an anti-eldar-- very specialized, just in a different way.


I decided to not allow the Warriors to take Rhuns, it felt a tad off in my opinion, too much extra nonsense being added to a unique idea.

The Rhuns aren't meant to have drawbacks. The stat specific ones are pretty generic, but there are a few more interesting ones that I have in mind.
   
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Boom! Leman Russ Commander





Brisbane, Australia

Replace fat of foot with slow and purposeful. you'll achieve the same end.

 
   
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Regular Dakkanaut





Are you sure? Should they be able to assault after firing these weapons?
   
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Catskills in NYS

Can you make assault ones with short ranged throwing axes. power throwing axes. power throwing axes made of plasma. With ale grenades. And and a person who carries a keg of ale that gives feel no pain and drunk special rules.

This message was edited 1 time. Last update was at 2014/04/09 11:44:26


Homosexuality is the #1 cause of gay marriage.
 kronk wrote:
Every pizza is a personal sized pizza if you try hard enough and believe in yourself.
 sebster wrote:
Yes, indeed. What a terrible piece of cultural imperialism it is for me to say that a country shouldn't murder its own citizens
 BaronIveagh wrote:
Basically they went from a carrot and stick to a smaller carrot and flanged mace.
 
   
Made in us
Regular Dakkanaut





Of course!
   
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Fixture of Dakka




Temple Prime

Give me a bit and I can write you up the fluff for the codex.

Do you want the fluff my group made or do you want me to start from your outline?

Also these Ion Weapons don't work anything like the Tau ones do.

This message was edited 1 time. Last update was at 2014/04/10 10:06:44


 Midnightdeathblade wrote:
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