Switch Theme:

A Minor Xeno Race: The Lorth Pirates and Raiders  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Longtime Dakkanaut




The Lorth Pirates and Raiders


Physical appearance and biology

Spoiler:
The Lorth are a race of humanoid creature with traits similar to squids or octopus originating from Segmentum Ultima with its most dense population close to the galactic core, but with huge errant fleet dispersed all around the galaxy. They have two tentacles like legs and two tentacle arms. Sometimes, some specimens develop one or two more. Their color ranges from almost black to grey for sterile male, very dark green, grey or bluish for fertile male and female and a pale white for sterile female. They have no solid bones, are quick and can move in a strange manner. Their facial structure is similar to that of human with two large eyes with no visible iris, a mouth filled with sharp fangs and four elongated canines that protruding of their mouth sometime in a significant manner. For the females, it’s just the upper two and their canines are both shorter and aren’t protruding. They have several dozen tendrils on their head that mimic hairs, but actually are vibrissae they use for their balance and improve their perception. The longer they are, the more agile the specimen his. Their sturdy nature and their ability to become luminescent also allows them to serve as a rudimentary communication method. They are amphibious creatures and their skin need to stay moist, but can breathe air normally. Their gills are situated just beneath their eyes in a fashion similar to a human nose, but they also possess a secondary set on their back. The later ones are used to breath in water exclusively white the others are used to breath air. These are the one they use to breathe underwater while the other are designed for air. Some observers have commented that lorth humanoid characteristic gave them some sort of dark elegance, but they remain frightening especially in their fluid way to move.

There is a lot of sexual dimorphism amongst lorths and even more between members capable of reproducing and those who are sterile. Sterile males are about 6 feet tall, have no visible genitals, rather short vibrissae and very long canines that look menacing and protruding importantly. They have a small, wiry torso. They live for around 50 years and reach adulthood at the age of 8. They outnumber sterile females by at least, 1500 to 1 and fertile males 500 to 1. Sterile female are around 8 feet tall, have no visible genitals, long vibrissae and the shortest upper canine amongst the Lorth race. They are paler than all the other lorths. Their torso, arms and legs are significantly more muscular and lithe than those of males. They live around 500 years and reach adulthood at around 20 years. They outnumber fertile females by a 100 to 1.

Fertile males are around 7 feet tall, have their sexual organ situated around their mouth. They look like small, fine and barbed tendrils that were considered vibrissae that looked like a long beard until their reproduction cycle was observed by Scions, much to their disgust, during an assassination operation. They frequently have extra arms and occupy a privilege position in their society like all lorth capable of reproduction and outnumber fertile female by at least 300 to 1. They live about as long as sterile females, but reach adulthood at around the age of 15. Fertile females are huge creature around 30 feet tall with dozens of tentacles they use as legs and arms. Their genitals are also situated around their face and look like long, yet thin, hollowed tubes. They give birth to hundreds of children each years and act like the queen of a colony. They do possess some mind control ability. They control the lorth society completely with the help of their favored sterile daughters who serves as bodyguard and enforcers and their favorite, most clever and vicious mates. They can live for an undetermined amount of time, Cthrulla, their eldest one, is believed to be the very first Lorth and millions of years old, most of them rarely pass over two millennia, but data on them is rare and classified.

Lorths feed on blood and, for those who exhibit psychic abilities, souls. Their society is matriarchal and strongly regulated by the ability to reproduce and from which brood mother they were birthed from. Lorth feed on almost all form of blood, but mammal blood seems to be their favorite. Sentient creatures are also considered much more tasteful than the primitive ones probably due to lorth’s nascent psychic powers. Human, being both slightly psychic, abundant, mammals and sentient, represent a very desired preys. Eldar are known to be even more coveted, but are the meals of the powerful in the lorth society due to their scarcity. Taus seems to have been largely disregarded, serving to feed only the lower masses, while Kroots are much more appreciated yet seems to have a narcotic effect on them. Astartes blood seems to be poisonous to them and ork blood even more so. Lorths seldom hunt these two for food. Grox, boars, antelope, canines and horses, despite their non-sentient nature, seems to be much appreciated and numerous agri-world were raided for their cattle by the lorth over the millennia. Male lorth seems to have much more ease to feed themselves from live preys or those with stronger and thicker skin while female can only feed on largely defenceless prey with soft skin. This might explain why most lorth pirate fleets are composed of sterile male commanded by fertile ones despite the fact that sterile female are much more apt warriors due to their size, speed, intelligence and longevity. Those pirates would have for duty of feeding the females if they don’t want to end up as meals themselves for lorth have exhibited strong tendency toward cannibalism.

There is a lot of mutation, sometime controlled one’s, others completely unpredictable. The most common one, especially amongst fertile and psychic males are extra arms and eyes. Others include small horns or deformed, sharper claws. Amongst the most spectacular, there is certainly the Ravager mutation that leads a Lorth to develop a pair of slick leathery wings that can be used both under water and in the air, horns and more powerful limbs. These Lorth are of course extremely fast, but also larger even larger then sterile female, despite being all males, stronger and much more bloodthirsty. Brood Mothers who feel they lack proper food frequently produce these on purpose. Other will also include the completely blind and psychic Last Daughters who are as frightening as they are hypnotic and alluring to look at or the smaller and more agile Last Daughters. Variation in colors are also to be expected, as well as total absence of vibrissae which can lead to serious problem for lorths who than become clumsy and stupid. These ones are usually fattened and later killed to feed precious members of the Brood or as sacrifices to their gods.



Lorth Society

Spoiler:
Lorth society is divided in broods. At the top of each brood there is a fertile female who mothers all those beneath her in a way or another. The largest broods have several fertile females and the eldest one always rule for the other fertile females are usually her daughters or, more rarely, younger sisters. They maintain their place in virtue of their massive psychic abilities that allows them, amongst other things, to exercise a certain form of control on her children. It is not perfect and all lorth, even the lowest sterile male, enjoy a good measure of free will. Brood Mothers are interested largely in only three things. First, they want to feed to grow larger and more powerful. Second, they want to sire more children for it means more power and influence and third, they want good mate to ensure that their children are the most powerful. Beside these three things, Brood Mothers act just like any other political and military leader, forever searching for more power and riches to live a more opulent life. Some fancy themselves scientists and engineers, but these are a minority. Most of them prefer to see themselves as noble queens with a god-like lineage and power. The worship of Brood Mothers is fairly common amongst Lorth society.

Just below them in the hierarchy are the fertile males who mate with them. Each Brood Mother is expected to have a few dozens of them at their beck and call and some even claim more than a hundred. These fertile male occupy various position of command in their society depending on their special skills. Those with strong psychic presence serves as priest for their heathen gods: Krulth the First Mother who represent their desire to spread and feed and Liarch who represent their cunning and cruel nature. Some also serve as priest for some even darker gods like Tzeentch, Nurgle, Slaanesh or Khorne for many lorths see in them patrons, allies and terrible forces that need to be appeased. Lorths are superstitious and will always consult their gods through their priests or even their Brood Mother on all subject of importance. They also believe that their gods require numerous gifts and sacrifices to be fed and kept happy. Some Inquisitor even suspect the lorth gods to be Gods of Chaos under a disguise. Eldars seems to be of that opinion too. These priests, referred as Soul Drinkers, are also responsible to navigate their ship in the warp for their psychic powers allows them to sense the wave of the empyrean much like a Navigator can, but with more difficulty. Thus, most large ships are using a small group of them for such duty. These creatures are also seen on the battlefield leading their minions into combat and using their psychic gifts in a destructive manner. Those with weaker psychic potential, but still considerable, serves as assassins and spies and go by the name of Soul Thieves. They use their psychic gift to strengthen their body and become more fearsome foe. Their strange anatomy, lightning reflex and dangerous technology makes them very efficient in that role and are known to fear no mark. Those without any psychic powers to speak off are used as elite warriors known as corsairs. The most experimented of them all can lead vast fleets capable of sacking entire planets or system and fearsome combatant. They usually form the most desired mate for the Brood Mother and thus are the richest and most powerful male in their society. It is a dangerous post to occupy thought for competition is intense and war carries its risks.

Sterile female held a very privilege position in their society due to their prowess. They serve as bodyguard and enforcers to their Brood Mother and offer some protection to valuable fertile males like Soul Drinkers and corsair leaders. They spend most of their days training for combat and making sure the rabble of sterile males remains obedient, aggressive and bring back copious amount of food. A few sterile females will turn to craftsmanship like fine weapon smith and art in the form of dance and hypnotic music as they grow older. They are extremely feared by sterile male and even high ranking fertile male know not to offend a sterile female one to many time.

Sterile male form the vast majority of the lorth society. They serve as menials, foot soldiers, crews for their ship, servants and attendant to members in the higher society and even sometime food for lorth when time gets hard or when one dares to defy one of his better. Some of them can still rise to acceptable position of power if they prove their intelligence or combat prowess. A few can join the ranks of the corsairs while other can pilot ships or lead bands of their brethren in battle and raids. The smartest ones are also the most valuable for most the maintenance and basic development of their technology falls upon them. In this fashion, they are the cement and bedrock of the lorth society and much like the bedrock they are those on which the rest of the society trample to support itself.

Lorth’s are a civilisation of raiders and pillagers. Their entire society is based on piracy from their earliest age to the present. Every single activity in their society revolves around it. With the possible exception of the Dark Eldar, no other civilisation requires its warriors to feed their population in such a direct manner. Very few tools are developed beside those necessary to make weapons, ships and fortifications. No civilisation living nearby Lorth’s space can hope to live in peace. They will at some point be raided by the Lorths for food or simply for loot, for despite their numbers and good technical skills, Lorths enjoy looting for technology or treasures. Despite their predatory and warlike nature, they rarely invade in mass new territory. The only exception is when they feel they are commanded to do so by their dark gods for if the lorth feed on blood so do their deity, but their hunger match their power. Entire star system will be burned as offerings and their entire population bled to death before the altars of their twisted deities or even before those of the gods of Chaos should they be revered directly by that particular brood or fleet. Once conquered, those worlds are settled and the Lorth Empire grows. Since there is very little planning in how or when these Crusade happens, the Lorth Empire has a strange octopus-like shape.

Despite their bloodthirsty nature, the Lorths can be bought or even reasoned with on some occasion. The Imperium had peaceful contact with some elements of the lorth civilisation, especially from those in the errant fleets since these tend to be more open to negotiation due to their lack of power and steady source of food. Some Rogue Traders have even exchanged goods with them, mostly to acquire the lorth armor system or power field technology. Some even served as mercenary against common enemy. Sterile females are those most often seen as swords for hire and their incredible skills do make them spectacularly efficient killers. Those wishing to hire Corsairs will also benefit greatly from their skills, they might regret their choice of allies for where First Daughters are loyal to a fault; Corsairs are born traitors. Of course, the forces of Chaos are those who have the most peaceful contact with the Lorth, providing fresh blood in exchange of refuge, allies, raw resources and decoy for their own plans against the Imperium. Rumors had that a Lorth fleet had peaceful contact with the Tau Empire, but the notion of Greater Good is completely alien to a specie whose entire culture and civilisation revolves around preying on the weak for one’s gain.


The Pirate fleets and Raiding bands

Spoiler:
Lorths raiding fleet are characterised by their speed, their vast number and their capacity to attack from all angles thanks to sophisticated technology. They attack all poorly defended targets and aim at maximum damage as fast as possible, not because their vehicles and armors are flimsy like those of the Eldar or because they fear casualty, but mostly because they aren’t served well by engaging in protracted battles. The Lorths are pillagers. They seek food and riches during most of their engagement. Even if the average sterile male is of very little value in their society, Brood Mothers would not be served well by their deaths. Each attack from the Lorths must feed more Lorths than it kills by a significant margin to be called a success. They must help the fleet or the brood grow stronger. As such, danger must be avoided at all cost. Thus, most enemy of the Lorths will perceive them as coward at best despite the fact that their troops have impressive discipline and tactical acumen for pirate.

A typical Lorth pirate fleet or raiding band has at its command a Dreadlord, a Lorth fertile male of very high rank and great experience, they are the most experienced military commanders available to any Brood Mother and are frequently the sire of most of their troop, as such, they are sometime referred by the title of Father if they have a good reputation. For a pirate expedition to be full success, the help of a Soul Drinker is almost always necessary, if only as a navigator for the ship. Soul Drinkers aren't necessarily offspring of the same Brood Mother than the Dreadlord as they sometime sell their services to the highest bidder. Bellow the Dreadlord, there will be his retinue of elite troops that both serve him as bodyguards and as shock troopers during the combat. They are referred to as Corsairs and are fertile male of lower ranks. Finally, the bulk of their force will be composed of Lorth's Pirates, sterile male who will handle most of the dangerous and mundane duty like securing preys or distracting the best element of the enemy army. No Lorth pirate fleet would be complete without a large number of transport vehicles. This system is highly scalable, should the fleet attack a larger target, multiple Dreadlords will join their forces together, usually under the leadership of a Supreme Dreadlord, the one who has the largest force or the most important backing. These fleets can operate far from Lorth territory and gain their very own cultural traits and their own preferred method of action. Lorths very rarely attack in mass, preferring to divide their enemy in small manageable groups. Unlike Dark Eldars, another piratical race, Lorths don't need that many live captors since they feed of blood and it doesn't need to be from live victims. A fresh kill is just as good.



The Lorth's Religion, the Cult of Krulth and Liarch

Spoiler:
The Lorth's creation myth refers to a time before Chaos, a time of placid tranquility, a time of endless dreaming. There, in the calm soothing waters of creation, coiled on itself, was one of the Eldest: Krulth. She was sleeping peacefully sending dreams like ripple waves around her. She was at peace and happy to be like so. Yet, one day, her calm slumber was disturbed. The calm waters of creation were becoming agitated and were increasing in intensity. She extended a tentacle to probe what was going on around and that's when she sensed war. A great war between the first Children of the Water. Their furor was disturbing everything around them and forcing her out of her sleep. Krulth was furious, a part of her wanted to join the conflict to silence them all here and now, but it seemed like a cruel waste of efforts. She moved further away, deeper, much deeper in the water of creation where things were calm and forever in darkness. She resumed dreaming for a long time. Then, even the depth quaked. The Chaos of the war disturbed even the deepest part of the water of creation and a massive storm was building up. Krulth had nowhere else to go to be tranquil. No place remained undisturbed by Chaos. She opened her eyes, uncoiled herself and screamed in rage, sending waves of anger and cruelty in all of the water of creation. For a time, all fell silent as the most sagacious of the Children of the Water realised their mistake, but it didn't last. The water exploded in a storm of chaotic energy, feeding of the anger of Krulth. Dark creature stirred in the depth, powerful, cruel and insane, war, death, jealousy and greed incarnate. The water of creation would no longer be the home to Krulth. There would be no place for her to dream there. She split the water appart and moved into the void. There she would find the tranquility to dream. From her dream came children. Being born in and from the purest darkness of the void, without the use or the power of the water of creation. They floated in tiny, fragile eggs around her massive form. Fearing for the safety of such tiny and fragile thing, Krulth assembled a nest from the material found in void and placed them close to a generous sun to provide them with energy. In time, her children emerged and could feel the presence of their mother to all in their dreams and visions. They were the Lorths and from their homeworld they would spread to feed and honor their First Mother, the one trapped between worlds, Krulth the Dreamer.

The birth of Liarch is the second most important piece of mythology in the Lorth's religion and is, much like their creation myth, well known by those who had dealings with them. For a long time, the young Lorth lived in prosperity on their homeworld where they grew strong. Soon they gained the power to explore the stars surrounding them, the Void was far from void and empty it was filled with stars, planet and life, life that could feed them, help them grow, help them become far stronger than the beasts of their homeworld. The Lorths began to invade and colonise other worlds, bringing back large bounties to feed their Brood Mother and above all to feed the First Mother, their goddess and protector, Krulth. As the Lorth territory and hunting ground grew so did their science and knowledge of the Void. Soon they met the Children of the Water, other sentient species of humanoids, some older than them, other younger. The Lorths found themselves enemies and rivals, amongst them the successors of the oldest Children of the Water, the noble Eldars, who when they laid their eyes saw in the Lorths abominations that needed to be purged. And so it started, the Eldars sent all their might to purge the galaxy from what they saw as the taint of the Lorths. The weapons they had acquired in the long war between the Children of the Water and the Star Gods were brought against the Children of Krulth who struggled and were quickly threatened of extermination. The Eldars were powerful, bellicose and too numerous to count. Their minds were so strong they could transform simple blades into swords capable of cutting through metal with ease and incinerate Lorths alive. Desperate and afraid, the Lorths pleaded their First Mother to save them, to pierce the veil to come into their world to destroy the Eldars. At first, Krulth didn’t answer, prayers and sacrifices were paid no heed. More were sacrificed on the altar of the First Mother, entire planets emptied of their chattel population and thousands of Lorths were sacrificed to sway her. Finally, Krulth answered. One of her tentacle pierced into the Void, to reach to her children and their enemy. Eldars were stopped dead in their tracks, wracked by terror and nightmarish visions, Lorths faired little better. Bloodthirst seized them, a fearless almost aimless desire for blood and destruction took them over. The eldest of all their Brood Mother, Cthrulla the Eldest, gave birth to a Daughter like none before. White and luminescent, twice taller than any First Daughter with eyes filled implacable cruelty, a true child to Krulth. She was Liarch and she would fight and die so the Lorths could live. The Eldars defeated the nightmare and terror of Krulth slipping a tentacle in the Void and resume their attack with a new found determination, convinced twice over the Lorths needed to die. Under a twin white star, they met the last of the Lorth army and for the first time defeat. Led by Liarch, their forces managed to pierce through the Eldar line and slaughter them. The young goddess duty wasn’t done yet though. She assembled all the First Daughters of Lorths and launched an attack against the Eldar Empire itself, numerous fleets of raiders following in her tail. Thanks to her cunning and strength, numerous Eldar fell to under her blade and several of their worlds were pillage. To the Eldar it felt like the entire Lorth race was fighting them. The Eldar invoked their gods and unleashed their most powerful weapons and in the end killed Liarch and exterminated her forces, saving their Empire. To the Eldar, the number of dead Lorths was such they believed the entire race to be near extinct. Scout ships were sent to the site of their first defeat to found any potential remaining Lorth world. Three they found, but the first and most important they did not for the First Mother used her Daughter sacrifice to cloak it to the enemy eyes for 10 000 years. In the shadow, the Lorths healed and the Eldars forgot about them, thinking themselves victorious once again. To this day, the Lorth knows that should death loom over them Liarch could return to protect them and kill their enemies.

The cult of Krulth and Liarch is omnipresent within the Lorth society. The two deities are firmly worshipped and believed to be both different from God-like beings like the Gods of Chaos or the C’Tan. The Lorth believe Krulth is of an older race of warp born, or Water Born as they would say, being who pre-date the gods of Chaos or the Eldar gods and were forced into exile or exterminated by these newer deities. This claim to ancient lineage is extremely important to the Lorths as they see themselves as direct descendant to these older beings. Since in Lorth society age is sign of status, belonging to the eldest sentient creature imaginable place them and their Goddesses above all other races in the galaxy or, as they refer to it, the Void. This belief is a strong reflection of the Lorth’s view of other races as inferior, chattel to be eaten or usurpers that need to be exterminated. Unlike other deities, neither of these two seem to have dedicated prayers or ritual addressed to them. Their altars are nothing more than stone tables on which people can be sacrificed, those sacrifice in blood an souls seem to be the only form of organised worship there is. The rest are only requests and thanks that varies from Lorths to Lorths. In fact, even when ceremonials are held each Lorth address himself personally to their deity without following the lead of the master of ceremony, the Soul Drinker or the Brood Mother, who themselves don’t speak for the entire congregation. This can make the scene rather cacophonous, but it’s believed that unity of congregation cannot be forced. When it happens, its only sign of Krulth or, more rarely, Liarch influence. Simple daily life routines have a sacred function in Lorth society. Feeding is a way to honor their goddesses, so is training in combat, killing an enemy, breeding and giving birth. The more of each activity a Lorth does the greater he or she honors the two goddesses. Since only Brood Mothers can do all of these and in greater quantity than any other, they are naturally considered as the most pious and most blessed of all the Lorths. This plays no small part in their supreme status in Lorth society. These creatures are also known to be very superstitious, believe in all sorts of prophetic visions and dreams, signs and misfortunes, many of which are considered stupid, foolish or wrong by other Lorths. They also display a great curiosity about other species gods, searching for what might be distant cousins, or particularly interesting sacrifice for their own deities. Thus, some Lorths have a surprisingly good knowledge of Eldar mythology or even the Imperial Creed. Many of them think that the blood of the God-Emperor would allow them to breach the veil between them and Krulth herself and ensure their total domination of the galaxy.

The Lorths are one of the few xenos species that actively worships the Gods of Chaos. While not that common, its not rare for them to honor these gods as bastard children of Krulth. Some, thinking that Krulth’s rage was the spark that breathed life and sentience in Khorn, the first of the Chaos Gods. Other, less numerous, think that it’s the opposite, that Krulth herself is a spawn of the Gods of Chaos, a child to both Nurgle and Khorn and thus that the Chaos Gods need to be venerated as ancestors. Most though simply worship the Gods of Chaos because they are undeniable powerful and not ungenerous with their gifts. There is much power to gain for a Lorth by praying the Gods of Chaos from mysterious abilities to safer passage in the warp to the ability to summon warp creature to do their biding. It as risks in the form of deadly mutations, but the Lorths anatomy makes them resistant to it, many link the mutation for extra limbs, deformed mouths and extra eyes, a relatively common occurrence within Lorths to the influence of the Gods of Chaos. It’s true that these are more common and pronounced amongst those who pray the Dark Gods. Insanity is rarely an issue for Lorths whose psychology is best qualified as insane by most humans and Eldars in the first place. The worship of the Gods of Chaos within the Lorth society is pretty consistent with the cults of Chaos found within the Imperium in terms of rituals. Their representation of the Gods themselves is slightly different though as within Lorth society, the Gods of Chaos seem to have take on Lorths attribute like fangs or reproductive tendrils or, more noticeably, feminine traits for Khorn which is probably influence by the fact First Daughters are the mightiest warriors of the Lorth race. Due to their worship of Chaos, Lorths have a certain sympathy for human cultists and sometimes openly support them. Close to the Maelstrom, Red Corsairs have used Lorths pirates as allies on multiple occasions while others have made the same with errant fleets.



The Lorth Technology

Spoiler:
Lorths technology can be considered as advanced. They are most well known for their armor system which is both highly performant and perfectly adapted for creatures who are functionally boneless, thus incredibly agile. Their armors, be they personal armors or those on heavier vehicles are semi-organic polymer. In that regard they seemed to have copied or at least inspired themselves from Eldars. Lorths themselves refer to this material as chitine. the secret of its production is a mix of refined promethium polymer, melted egg pods of Lorth themselves and steel alloy. The smelting process can be varied to produce chitine of varied quality, weight and appearance and it can be modified easily by varying the quantity of the base component. The end result is a very flexible material whose durability can be compared to plasteel and can self repair provided it's exposed to an nearby source of energy of low intensity. The healing process can be rather lengthy, but requires very little skill and produces excellent results. Chitine properties can be affected by certain type of energy to produce other effect than self repair, it can be made more rigid or used as a conductor for example. The armor system of the Lorth are adapted to various environments thanks to that. Lorths in armor also benefit from the capacity to feel through it like a second skin, a bit like Space Marines in power armor. Unlike Wraithbone which seems to only respond to Eldars, the effect and property of chitine don't require psychic powers or genetic imprinting. Humans have salvaged this material from Lorth's planets and dead and used on a few occasion despite severe restriction on the use of xenos technology by the Adeptus Mechanicus.

Lorths weapons are relatively varied and can be separated in three categories: energy weapons, toxic weapons and bladed weapons. The most common of all Lorths weapons are probably their bladed weapons which can be found both in ranged weapons and close combat weapons. Lorths frequently fight in close combat where their lithe, supple and unpredictable movement patterns give them an edge against most foes, even more powerful ones. The most common of these close combat weapons are probably the Exsanguination Spears, a short spear with a long blade with a single sharpen and toothed edge designed force intense bleeding that can be collected by in a special vial at the base of the blade. Like all Lorth blade weapons, they are sharpened to a molecular level and thanks to the quality of the material use to build them can withstand the rigor of combat. Other bladed weapons are more sophisticated and will sometime see their capacity to cut through enemy armors thanks to power field generators and more advanced chitine alloys in the blade itself. Such is the case for the Living Blades of the First Daughters. Some are made psychically receptive by imbuing chitine with the blood of a Brood Mother and become terrifying weapons, most famous of which the Blade of Vengeance, a sword whom the legend says was forged from the blood of Liarch herself and the coalesced psychic energy of three Soul Drinkers, that can kill by simply grazing a target. Ranged bladed weapons are also fairly common. They usually propel spiked and bladed balls a subsonic speed designed to cripple more than to kill and are remarkably efficient against lightly armored foes. Others will shoot large darts and needles perfect for armor perforation. Toxic weapons are very common and used equally in close combat and range combat. They vary from flamer-like gas spewing to toxic grenade, passing by poisoned blades. Energy weapons are rarer and usually only found on large weapon system and mostly used enormous electrical shock to cause damage or microwaves to cook enemies alive. Energy fields are used more frequently to protect highly valued Lorth individuals.

The vampire-like Lorths are fond of psychically infused peace of technology or potions. They have great knowledges on poison and dark rituals and aren’t afraid of using the power of the Dark Gods to meet their ends. These potions shouldn’t be confused with combat drugs or other concoction of the sort as their effect can be much more dramatic, but so are the risks associated with them. Lorths vehicles are all designed with anti-gravity fields that makes them as performant on ground as underwater, true their creators amphibious nature. While they are fast, they aren’t as agile as one might think, but compensate by being reasonably well armored and frequently armed. Lorths a very dependant on transport vehicles to extract the bounty of their raids and attack with more impunity the targets of their choice. This is also true for the Warp capable ships who are very fast in normal space, well armed, well armored and reasonably manoeuvrable. They offer very little clearly exploitable weaknesses, but lack specific strengths too. Due to their incapacity to breach in the Webway, produce Navigators or build their own beacon, Lorths must rely on more risky methods of transport in the Warp and are thus slower to move in this dimension than human fleets for example.


This message was edited 19 times. Last update was at 2019/07/05 07:16:43


 
   
Made in ca
Longtime Dakkanaut




The Times of Dreams and Shadows

Spoiler:
The Lorths are an older race than humanity even if they never came close to dominate the galaxy. Their history stretches back in time to a period the Eldars refer as the War in Heaven and that the Lorths refer to as the Times of Dreams. It marks all the history of the Lorths before the Eldar decadence. It’s a period of myth and legend. Only one Brood Mother has survived from the Times of Dreams to the present days, the very eldest Lorth in existence, the first of all Brood Mothers, Cthrulla the Eldest. Yet even her memory is patchy at best about what happened to the Lorth during the Times of Dreams. This has led the Lorths to consider this period more through the lenses of superstition and religion than through the eyes of actual history. When Cthrulla talks about those days it’s usually as a metaphor or to give a lesson to her descendant. Who knows if she is not simply inventing the story as no one could possibly contradict her, but no one would dare raise such a point in her sight by respect to her age and colossal powers. It’s during the age of dreams that the Lorths emerged in the cradle Krulth built for them into the Void. Cthrulla was the first to emerge from an almost eon long stasis in a dark cave where she built herself a palace and temple with the help of her first children and younger siblings. Thus Drazur, the womb, became the homeworld of the Lorths. They quickly achieved the domination of their planet, but it came at a cost. Their numbers were now vast and food was running out. Broods turn against one another for control over prey species, but also to devour one another. Soon, Drazur was drowned in war and blood and the number of Lorths started to be become lower. This destructive frenzy was further fed by the machination of Khorn who delighted himself at the sight of a race cannibalising itself in such a way. Yet, the death of the Lorths would not come at his impulse and their own fangs. Cthrulla had seen through time and space and discovered that life similar to theirs existed on other worlds, ready for the taking, ready to become preys. Under the command of the Eldest, the Lorths abandoned momentarily their conflicts and pooled all their resources and knowledge to find a way to reach those distant stars. Through vision and daemonic patronage, they finally discovered a way to reach other worlds. The Lorths, after thousands of years, were no longer contained to a single world and began to spread. The first few worlds they encountered were vibrant with life and were turned into slaughterhouses. The hungry Lorths ransacked these planets for food, helping fuel more growth to please Krulth. Sacrifices were made to her altar to thank her for her guidance while other offered blood to the blood god to appease his anger and quench, momentarily his thirst.

Of course this banquet wouldn’t last and further expansion became necessary. As the Lorth Dominion grew like a cancer in the center of the galaxy, they attracted the attention of the stewards of the galaxy, the Eldars. Upon meeting the Lorths, they saw in them monsters that needed to be destroyed. Despite still being recovering from their war against the ancient Necrons, the Eldars had massive armies ready to move against their vampire-like foes. Thus began the war of extermination that almost saw the end of the Lorths themselves and the death of all of their eldest Brood Mother beside Cthrulla herself. This led to the famous war that saw the birth of their second goddess both born out of the flesh of Krulth and out of the flesh of Cthrulla. Liarch would lead the remaining Lorths to war and earned great victories against the Eldars, pushing them back to their own borders and assaulting their worlds before finally being vanquished in expelled back to the place between the worlds where her mother lives. The Eldars came back with a vengeance, destroying other Lorths world, but missing their homeworld cloaked in illusions produce by Liarch right before her earthly demise. Thinking they had succeeded, the Eldars returned to their lands to celebrate their victory. Unknown to them Lorths were already reconstructing their damaged dominion at first discreetly, but than more rapidly and brazenly as the Eldars removed themselves from the galaxy and were falling in isolationism and hedonism. The Lorths began to spread their lands and raids further and further away, discovering at that time a new specie of prey that would shape their future: humanity. Thus ended the mythical Times of Dreams and started the Times of Shadows.

The Times of Shadows are more well known by Lorths and considered more tangible as their eldest records attest to their conquests of the time and their development. To the Lorths, the Times of Shadows probably represent their most prosperous age. At the time, Eldars were weak due to their own hubris and humanity lost to the stars and isolated following intestine wars and by violent Warp storm caused by the what would become Slaanesh. To the Lorths, these troubled times were a time of plenty. Only Orks could seriously challenge them at the moment as all their other enemies and rival were incapacitated. The Lorths wisely searched favor from the Gods of Chaos who were growing in power with each passing decade. This allowed their Soul Drinkers to retain the power to navigate their ship in the Water of Creation despite the fact they were in full storm. At the same time, the demands of their own goddesses became more pressing. They needed power to keep the hunger of the Gods of Chaos at bay and protect their own creation. Thus war expedition became more and more numerous. At the same time, new stable and replicable mutations appeared amongst the Lorths. The hulking, ravenous and powerful Ravagers made their first appearance as did the blind Last Daughters. Genetical experiment were conducted that led to the creation of the terrifying Beholders who began to serve as both weapons of war and navigator aid. Some of their most devastating war engines were also deployed during this period of plenty. For the Lorths themselves it wasn’t a time of unity though. The lack of common threat and Cthrulla progressively removing herself from the direct leadership of the Lorth race to pursue more esoteric inquiries led to a lot of completion between Brood Mothers and amongst their Dreadlords. Intestine conflicts punctually erupted in full blown war and assassinations leaving millions dead or relegated to simple food by their betters. Other were thrown in imposed exile, fleeing their enemies aboard exploration and raiding fleets that would spread to all corners of the galaxy, some of which even found enough prosperity to returned to the Lorth Dominion and wage war against those who would have wronged them. Many of these fleets still travel in the void in the last days of the Imperium, selling themselves as mercenaries, trading and raiding to survive and grow. Yet the Times of Shadows would not last very long. Soon, the Eldars were all but instinct and humanity was united under a being of such power and wisdom they would be able to conquer the stars.

This message was edited 4 times. Last update was at 2019/06/23 22:00:34


 
   
Made in ca
Longtime Dakkanaut




The Prey’s Revolt and Ascension

Spoiler:
Long before the rise of the Imperium, Lorths had contact with humanity. They regularly raided their poorly defended and highly populated worlds for their benefit. Human blood became a common course of the Lorth society, favored by mid and high ranking individuals for its richness and taste. In fact, human blood became increasingly appreciated as human psychic potential grew during the Age of Strife. Soon humans became just as desirable as Eldars, but far, far more common and easier to obtain. Dozens of human worlds lived in fear of the Lorths raids, knowing that when the monsters arrive, they leave behind only desiccated corps. Simultaneously, Lorths discovered humans favored chattels: grox, cows, pigs, monitor lizards, goats and so many others. All of these proved to be very palatable and numerous, thus an excellent feed for low ranking members of society or any member truly should the need arise. During the early days of the Prey’s Revolt era, the Lorth system of conquest and raids became more sophisticated. Some planets, most of them human worlds began to be “farmed” by the Lorths, raided on a regular basis with the objective of providing a steady and safe supply of food to a steady and stable population. Some human worlds were farmed so long and so regularly that the local inhabitants began the practice of raising chattel exclusively for the use of the Lorths and offered them their dregs, criminals, undesirable, sick and poor. Trade deals were concluded with those worlds in which they promised to feed the Lorths in exchange for a measure of protection from rampaging orks and other similar xenos. Some even began to see the Lorths as some sort of deities that needed to be appeased with bloody sacrifices, other, even worse, started to be visited by dreams from the mysterious Lorth Goddesses, many turning insane at the sight of their insignificance and short lives in the vastness of the cosmos.

Then, things changed radically and incredibly fast when the Imperium finally arrived around the galactic core, where the Lorth Dominion was standing. Fleets of Crusader encountered world that lived in terror of creature that were described as vampire, supernatural and as beautiful as they were inhuman and monstrous. The brave Crusaders would not tolerate good, pure human beings living in such terror of xenos. Soon fleets barring the sigil of lightning bolt of the White Scars Legion began to investigate and amass in the sector with others bearing the wings and blood drop of the Blood Angels. Pressing forward they cam across human worlds who had caved in to the Lorths and were openly trading with them. Punishment against those treasonous humans was swift and brutal. That’s when the Lorth Dominion realised a new galactic superpower was taking interest in them. But without strong leadership on their part, the Lorths were slow to react in a unified fashion. Cthrulla was still recluse on their homeworld, using her psychic might to investigate the future and wider cosmos. In her absence, many Brood Mothers were quibbling over status in an ever shifting, but still rather stable network of alliances that numbered close to a dozen. The Lorths would thus attempt to defend their hunting ground separately at first. Fleets were amassed and powerful Dreadlords named to lead them to victory. Sacrifices to the two goddesses were made and Soul Drinkers were consulted for auguries and to guide these ships into battle. In the meantime, the Crusaders advanced extremely fast in Lorth space. Planets who had turned to their worship were completely depleted of their population by rage filled Space Marines who couldn’t wait to finally come face to face with the Lorths and so it happened on a small black moon of razor sharp rocks named Exanguina. The head of the Blood Angel fleet faced off against the fleet of the most powerful Lorth alliance under the command of Dreadlord Qruhil the scared. While significantly more numerous than the Crusaders, the Space Marines were so mighty they won a great if bloody victory against the Lorths. Destroying the entire fleet and killing every single Lorth, including the Great Dreadlord himself who fell before the combined blades of three Space Marine Captain. The White Scar prevented any escape and in this very first battle destroyed the best military assets of the Lorths. Soon another Lorth fleet, almost of the same size, was defeated in a similar engagement over a “farmed world”. The population rose up against the Lorths and managed to evade Imperial retribution for collaborating with them in the past. Worst of all a fleet led by Sanguinous himself assaulted a meeting between five Brood Mothers and their personal guard of First Daughters. Despite heavier casualties on the Crusader side, all Lorths were killed. The leadership of many alliances were decapitated. Panic began to spread.

The remaining alliances united under a relatively young, but particularly clever and vicious Brood Mother named Sorrokis. She had a plan to defeat the Crusaders genocidal campaign against them. She knew that the full might of the Crusaders couldn’t be opposed, but that that it rested mostly on their leadership. The Primarchs were invincible warriors and mighty general adored by their troops. If one of them was to die or be put out of combat, the entire Crusade would be stopped dead in its tracks long enough for the Lorths apply their favored strategy when targeted by an enemy too strong to defeat: sacrifice an arm and a leg to save the body. Sorrokis was a genius craftsmen known for her ability to create weapons as beautiful as they are powerful and only a very special weapon would be able to seriously injure a Primarch. Simultaneously, to recreate the ruse that saved the Lorths from extermination by the Eldars, they needed a powerful army ready to be sacrificed and led by a leader whose aura would be such that she could be mistaken for the leader of their race: an avatar of Liarch. The Lorths knew how to birth one, but since its extremely dangerous and requires a lot of energy, they are only awakened in times of need. Such was the case at that point. In secret, an old Brood Mother took upon herself to carry the avatar of Liarch into this world and so a mighty war leader capable to give a pause to a Primarch was produced. The avatar of Liarch would be more than a simple distraction, her powerful blood would be necessary to craft the weapon imagined by Sorrokis. To built, the Brood Mother pored almost all of psychic might, the life essence of her three most favored Soul Drinkers, sacrificed hundreds to altars to the two goddesses and tempered it into the blood of the avatar of Liarch. The Blade of Vengeance, the most powerful weapon ever created by the Lorths, was born. It was given to the most masterful of all Soul Thief whose duty would be to deliver the killing blow on one of the Primarchs. In the meantime, the avatar of Liarch was given command of an army of First, False and Last Daughters. A massive fleet was also assembled to engage the Crusaders. When the fleet crashed against the spearhead of the Crusade, the two Primarch rushed to the site of the battle, over a massive Lorth planet named Abruss. To the Imperium, it looked they had found the Lorth’s capital. Almost all Crusader fleet were pulled in the melee on Abruss and when both Primarchs had fully united their force and were starting to grind the Lorth down, the avatar of Liarch and her forces launched a surprise assault at their rear. For a few tensed days, it looked like the Lorth wouldn’t even need to resort to trickery to survive. The two legions were matched and pushed back. In the mist of battle, Sanguinous found himself assaulted on his own command ship by the avatar of Liarch and her personal guard. Close to the reactor of the ship, the two champion met in a duel that lasted for a full hour. Sanguinous suffered several wounds, but emerged victorious, beheading, his opponent in a perfect strike. While the Khan was rushing to prevent the collapse of his rearguard, he was struck in the back by the Lorth greatest assassin. Yet, even with the mightiest of all weapons, a Primarch wasn’t so easily killed. The assassin was cut down by his mark who still led his troop to victory before collapsing.

For a few days, anxiety spread in the fleet. A Primarch had been struck down and was seriously injured. If Sanguinous quickly healed from his injuries and was ready to return to the front line within a day, such was not the case of his brother Jagatai. Thinking they had pretty much exterminated the Lorths and killed their supreme leader, the Crusader made pause and its with a roar of relief that five days after collapsing that Jagatai Khan emerged from his coma, healed and ready for battle again. The fleet fanned out in search of other Lorth world, but beside a few other “farmed world”, a small Lorth colony and a few straggling fleet, they found nothing. Drazur and two other major Lorth worlds were hidden away by sorcerous means, much like they did before. The Crusader kept pushing forward while the Lorth remained in silences, hidden, for two centuries, living on their reserves and preparing their return. Cthrulla had returned and announced that the Great Crusade and the Golden Age of humanity would not last long, that the Gods of Chaos were hungry and that they would reap humanity. She congratulated Sorrokis and made her an adopted daughter to reward her for her intelligence and wickedness. The Gods were soon to be very hungry and the Lorth had to prepared to respond to their call.

This message was edited 4 times. Last update was at 2019/06/23 22:08:51


 
   
Made in ca
Longtime Dakkanaut




The Hunger of the Gods

Spoiler:
The Lorth didn’t stay for a long time in hiding. Already, during the late stage of the Horus Heresy, while humanity was knee deep in an apocalyptic battle against itself for survival, they sprang from their homeworld and their few remaining planets, while their scattered fleet launched simultaneous assaults on numerous undefended human planets. This time, these assaults were commanded by Cthrulla the Eldest herself. During her eons of absence, the First of the Lorths had built a massive temple whose function would be to transmit visions and instructions from her to any other Soul Eater of Brood Mother in the galaxy via psychic dreams of great clarity. This gave to the Lorth forces an unnerving coordination for these assaults. Their success was never in doubt. At that point the Imperium was simply incapable of fighting any other foe efficiently, but the Lorth weren’t alone in attempting to grab worlds and resources from the Imperium in Chaos, so were the Orks and even some Dvergars. In the aftermath of the Heresy, when the forces of the Imperium finally stood triumphant, they finally realised that the Lorth had duped them and were still numerous enough to pause a certain threat and set out to exterminate them all over again. The Khan was the most vehement supporter for a large scale campaign against them for he had already fought them once before and saw first hand human worlds being farmed by the Lorths. Reports send to Terra from the areas targeted by the Lorths told stories of terrible violence and bloodshed. The Lorths, after suffering from so many casualties reacted by producing an enormous quantity of hatchlings and these needed copious amount of blood to grow fast and strong. Furthermore, the ritual that allowed Drazur to be hidden had a cost. The Gods wanted blood or they would seek amongst their own children. So started the First Blood Crusade of the Lorth. For a Blood Crusade to be launched, the call to arms must come Cthrulla Temple itself and have her authorisation. She would only lead the first one in person, letting her favored Brood Mothers to command the others from her palace. These rare coordinated assaults have no clear objective except providing food for the entire Lorth population, expending Lorth’s lands, ensuring their safety or thanking their goddesses or placating the Gods of Chaos. The First Blood Crusade bled to death nearly a hundred worlds before their forces were defeated by the White Scars and their allies, but much of their conquest remained in their hands afterward. The Imperium was still rebuilding itself and had other foes to tackle.

The Imperium would never muster an army large enough to destroy the Lorth Dominion completely in the following millennia. The Lorth remained a dangerous foe, but never rose to prominence when compared to Chaos, Orks or Eldars. Despite this, height more Blood Crusade were launched in the following 10 millennia. Most of them targeted Imperial planets, but two struck Ork held worlds and were in reaction to Orks invasion of Lorth space for they aren’t edible to the Vampiric xenos. One saw the destruction of a small xenos specie known as the Varyth. These shaped the current Lorth Empire territory and also resulted in a number of fleet being released in the wider galaxy making the Lorth threat pervasive if dilute. The last one became infamous for targeting the Lorth themselves. It became known as the War of the Covens.

This large scale civil war erupted following a terrible event. Cthrulla fell asleep and didn’t woke up for decades. Many believed the millions of years old creature had finally died and numerous were the Brood Mothers who were ready to take over her title as the most revered and ancient of the Lorths. Sorrokis, the favored of Cthrulla, launched the Blood Crusade to exterminate those who would not recognise her claim. For a century war raged within the Lorth Empire. With the forces of the wicked and ancient Sorrokis triumphing in most of the battles, but her opponents had reserves and ambitions and the fight carried on. They even managed to launch an attack against the Temple of Cthrulla itself in the hope of killing Sorrokis by surprise. Leading the assault was the Dreadlord Sorgalch, masterful tactician and depravedly brutal fighter. Thanks to his tactical knowledge, he managed to take by surprise Sorrokis and her forces, one of the few times where the wits of the mighty Brood Mother were not enough. While she recovered quickly her senses and prepared the defense of the temple, the two forces came to a clash. The battle of the temple remains one of the largest battle in Lorth space since the Great Crusade. The siege itself lasted a full decade and saw millions of Lorth dying. In the end, Sorrokis released a powerful poison on her rivals’ command post, killing many Brood Mothers and some of their favored males. The simultaneous death of so many Brood Mother rendered many Lorth insane and both armies descended into chaos and infighting. The sole survivor of Sorrokis devious attack was Sorgalch himself who had miraculously survived the effect of the poison. He managed to rally some of his elite forces and stop the infighting, but knew he no longer had the capacity to fight the armies of Sorrokis. It’s then that Cthrulla woke from her coma, risen by the death of so many of her distant descendant. Her wrath at the massacre would shake the very foundation of her Temple. At her sight all combat stopped. While Sorrokis had won the war, she lost the peace, for Cthrulla saw her as an usurper, her favored adopted daughter had attempted to seize both her temple and her title and slaughtered many of her other adopted daughter. For her audacity, she was repudiated by the venerable Cthrulla and was sent back to her homeworld with her remaining forces. She remains the second most famed and powerful Brood Mother in Lorth society, the rejection of Cthrulla distraught her more than any real loss of power. Sorgalch was rewarded for his boldness and talent by being mated to Sorrokis and became an adopted son of Cthrulla. With this, the civil war ended and the Lorth started to recover.

In time, the relationship of Cthrulla and Sorrokis mended. Both decided to change the power structure of the Lorth society to avoid such a deadly civil war. the Council of the Mothers, a new institution, was created. It regrouped the most august, ancient and powerful Brood Mothers in a single place once every decade to debate and argue on common affairs, marriages, discoveries and raids. It’s a place of intrigue and the perfect place for a Brood Mother to show the achievement of her brood and favored mates. Only Brood Mother named by Cthrulla can sit on the Council and completion is fierce to occupy one of the 88 seats. Many Brood Mother rival of ingenuity to attract her attention. Males are also in fierce competitions to mate with one of the Council members for they are at the top of the social pyramid and capable of lavishing them in gifts and praise. Some even attempted to rise in the eyes of Cthrulla herself in the hope of becoming the next adopted son of the First Lorth. From then on, all Blood Crusade would be launched with the authorisation of the Council and lead by one of them. No real Blood Crusade were launched since the 9th one. But soon members of the council would receive dreams of the future indicating that the gods would strike at the Void itself to exterminate their enemies. The Ruinous Powers called to the Lorths for the assistance and, simultaneously, their own goddesses began to stir asking for sacrifices. The Lorth were at the eve of great glory, but also of great peril and they would need all the tools at their disposal to emerge from the chaos.


This message was edited 3 times. Last update was at 2018/10/21 18:09:16


 
   
Made in ca
Longtime Dakkanaut




The Great Flood of Chaos

Spoiler:
On the eve of the 42nd millennium, the Lorth were preparing their vast armies for the largest Blood Crusade yet. Their scattered pirate fleets had been contacted and given instruction to gather their numbers for an upcoming assault of the Imperium. The Lorth world had just been through an enormous population boom and many sterile males were now suffering the pang of hunger on a daily basis. The altars of the Gods of Chaos and of the two Lorth deities were stained red with sacrificial blood. The only thing the Dreadlord were waiting for was the signal of the Council of Mothers to launch the assault. It would be a grand invasion going in pretty much all direction with no clear plan, only a frenzy of attacks on any soft targets in their region of space. Yet, this great feast would not come to pass as predicted. While the Cadian Gates were under assault by the forces of Chaos, ancient tombs deep beneath the oceans of several Lorth worlds stirred from their deep slumber. The cradle of the Lorth happened to be situated close to a Necron dynasty territory. The soulless machines began their own red harvest springing by surprise and devastating the core of the Lorth Empire. Meanwhile, the various fleets of piratical Lorth launched their assault as planned. When the call was made by Brood Mother Urdulga to launch the Blood Crusade, the targets were no longer convenient and weakly defended world, but the awakening Tomb World of the Kush Dynasty. Everything went in a giant misfire. Over a century of preparation was in vain as the Necron, a foe the Lorth had never faced, proved to be devastatingly efficient against them thanks to their arcane technology, their immense numbers and their artificial bodies preventing their dead to be turned into food for the Lorths. The Necrons proved to be simply too dangerous and powerful for the Lorths. Their dominion lost two of its tendril and its core, Drazur itself, was in danger of invasion.

The errant fleets had a much more pleasant time at first. Poorly defended agri-world were sacked by the pirates with ease. Cargos filled with pilgrims were seized and bled to death. Even a dying Craftworld was destroyed by the Lorths pirates and raiders. Truly, it was a time of plenty for them, that is until the Eye of Terror agitated itself and cut the galaxy in two. Several fleets found themselves lost and cut off from others. Some were swallowed by the Warp itself, never to emerge back again. Some of those who were isolated fell to the vengeful blades of Eldars and the Imperium or even more ravenous Tyranids. The surviving fleets had to escape, regroup and sometime negotiate with other powers to remain alive. The forces of Chaos were willing to accept the help of mercenary xenos in their ranks, while Orks accepted deals of weapons against very momentary assistance. While the Blood Crusade lead by Brood Mother Urdulga engage the Necron forces in hope to save their homeworld, Cthrulla leaves at the head of a massive raiding fleet for the galactic core, a zone of Warp storm, black holes and many other dangerous celestial phenomena. There, she hopes to find the refuge of Krulth herself and rise the First Mother of all Lorths from her slumber to destroy their enemy and finally grant them dominion over the galaxy. Who knows what gate could be opened in he mysterious core worlds of the galaxy. The Great Flood of Chaos might just be the beginning.


The Lorths, the Imperium, Chaos and other Xenos

Spoiler:
Lorths perceive the forces of Chaos in a very different manner then most other xeno species. Lorths are one of the few xeno species to actively and openly worship the Gods of Chaos. It’s not rare for Lorths to pay their respect offer sacrifice and ask for guidance from the Ruinous Powers and the denizens of the Warp. Some spend their entire lives to the dedication of the Gods of Chaos. Amongst the Lorth, Khorne and Slaanesh are the two most popular gods of Chaos. Unlike other worshipers of the Ruinous Powers, they are still venerating their own deities Krulth and Liarch with even more fervor. Some Lorths go as far as presenting their own deities as Goddesses of Chaos, but most see Krulth as the mother of Khorne, the eldest Chaos God, hence her nickname of Mother of Rage and Bloodshed as she would have given birth to both Khorne and Liarch. Due to their worship of the Gods of Chaos, Lorths have positive relationships with their servants. They have maintained and concluded many alliances with forces of the Lost and Damned and traitorous Legions and warbands. They are usually true to their words when dealing with Chaos Space Marines, recognising in them dangerous warriors who are not to be played easily. Forces of the Lost and Damned, being edible, and usually perceived as inferior in power, riches and influence are sometime betrayed should the Lorth feel improperly compensated for their services. Lorths psykers have been known to dabble on occasion in malefic daemonology and they have made it possible for daemons to invade realspace on a few occasion. Gorakys the Gluttonous is by far the most powerful of them and is responsible for several of such incursion himself. The worship of the Gods of Chaos is weakest amongst Brood Mothers, themselves demi-goddesses openly worshiped by their own brood, then by fertile males.

The Lorths relationship to the Imperium is that of a predator with a dangerous prey. For the Lorths, human blood is the most commonly available, high quality food in the galaxy. Human blood can properly feed even the elite of the Lorth society, doubly more so if they are psychic. During the Age of Strife, the Lorths enslaved many human worlds and farmed them for the blood of their population. Under the authority of the Lorths, humanity feared the creature from the black inkiness of the void; stories of vampire overlords became common; it rediscovered the sensation of being nothing but a prey or chattel. Those planets were mostly liberated or destroyed during the bright days of the Great Crusade, but the Lorth have been re-establishing their dominion over many others. For the Lorth, capturing and securing human worlds to fuel their society need for blood is an uttermost priority. Lorths do not fear the Imperium much, especially when one remembers that it almost exterminated their entire race. The Lorths are predator and know that the Imperium strength is waning and that it can no longer muster the forces it used to attack them in the past. They are a dangerous prey for they can still lash-out with great strength, but all Lorths are confident in their ultimate triumph, especially since the God-Emperor can no longer help his people directly while Cthrulla still can. Despite this, some Lorths have traded with representative of the Imperium and Rogue Traders as they often have common enemies that can be dealt with more efficiently together. This is especially true for errant fleets who can’t afford to be that fussy when it comes to allies.

Lorths relationship with other xenos is usually terrible. Orks are a terrible and hated foe. Ork blood is poisonous for Lorths and not even their sterile male will be able to live-off it. These immensely warlike creatures are also far from being opposed to attack the Lorths as “dem squidy fings knowz how ta fight propa!”. Lorths are used to launch pre-emptive attacks against them in the hope of killing their leaders before a full Waaagh! Can be launched. They will sometime try to lure the Orks on another enemy, but seldom attempt this often as the results are usually disappointing. Lorths, living very close to the galactic core have rarely encountered Tyranids, but are nonetheless frighten by them for these all consuming monsters could starve them if they aren’t eaten themselves and they can’t be eaten either. Eldars are hated and highly desired by Lorth for they are their favored food. The high members of their society is ready to spend a lot to acquire some as food sources. They favor attacking Exodites and Craftworld Eldars; the first because they are easy targets, the second because they are the living legacy of the ancient Eldars. Dark Eldars are sometime poisonous due to their consumption of combat drugs and poison and can make capable ally, but they remain competition for the Lorth who fight for the same kind of resources, yet, Lorth feed well of mindless beasts and will sometime cut a deal with the Dark Kin, with the later taking human prisoners and the first chattel. Vyrkanyis and Dvergars are both known to the Lorths. Dvergars are precious ally for the Lorth as both are attempting to rebuild and expend their respective empires. Dvergars do not care much about the Lorth Vampiric nature. Though they can ultimately fall prey to them, they do not fear them as much as others, perhaps foolishly. Dvergars, being more interested in working slaves and material riches than chattel, are ready to cut excellent deals to them. They have even bled entire slave population to pay for the Lorth services. Slaves can work after a blood donation just as well. Vyrkanyi on their side are also a prize choice, second only to the Eldars, few were those who are unlucky enough to fall in the deadly embrace of the Lorths. Vyrkanyi refugees are a prime target for Lorth pirate fleets. Of all xeno species though, the Necron are uniquely feared. Awakening within the Lorth territory, they are relentless and devastating. The very future of the Lorth rest upon the destruction of a Necron Dynasty, but victory is far from assured.


Battles and Conflict of the Lorths

Spoiler:
Circa -000M65000: The First Breath: The allege date of birth of the first Lorth Brood Mother, Cthrulla the Eldest on Drazur.

Circa -000M64000: The Day of Blood: The Lorths leave Drazur and sow destruction in the neighbouring planets.

Circa -000M62000: The Birth of Liarch: Cthrulla gave birth to their second deity, Liarch the Blood Maiden to fight off the Eldars.

Circa – 000M11300: The New Forms: New stable mutations infect the genepool of the Lorths.

Circa 000M25: The Bloodletting: The Lorth encounter their first human colony and transform many of them in blood farms for their needs.

Circa 400M29: The Prey’s Revolt: The Lorth suffer their first defeat at the hands of the Imperium

Circa 420M29: The Two Blades of Liarch: An avatar of Liarch challenges and is defeated by the Primarch Sanguinous, while a Master Soul Thief attempted to kill Jagatai Khan, the Primarch of the White Scar. While both actions are failures, they give time to the Lorths to avoid complete destruction.

666M31: The First Blood Crusade: The Lorths get out of hiding and use the devastation caused by the Horus Heresy and its aftermath to reclaim some of their lost territory.

400M34: The Covenant: The Lorths seal their first alliance with the forces of the Lost and Damned to seize three planets from the Imperium. The Lost and Damned offer the Lorth books on the Ruinous Powers to escape with their lives the sanguinary xenos.

003M35: The Execution: The fifth Blood Crusade completely destroys the small Ork Empire of the Krazy Skull. Neighboring human colonies are devastated by Ork fleeing the Lorths and by the Lorths themselves to fuel their war efforts.

820M35: The Blood Harvest: The Lorth errand fleets get in a frenzy of activity, assaulting numerous Imperial worlds as the Imperium reels back from their latest civil war. Over 70 worlds are farmed by the Lorth during this period

600M36: Raiders against Pirates: The Lorth and the Dark Eldars fight over the defenseless population of hive world Rojana until Space Marines from the Astral Claw Chapter come to the rescue and spoil the victory of the Lorths over their rival.

120M37: The Grand Theft: A group of Rogue Traders from house Aurelius infiltrates the Lorth Empire and manages to steal precious pieces of technology and numerous Lorth eggs to be sold to the Magos Biologis of Mars.

220M38: The Covens War: Sorrokis attempts to take the position of the comatose Cthrulla and almost triumph, but is thwarted by the Dreadlord Sorgalch and the awakening of the First of the Lorths.

500M38: The Succubus Last Kiss: Aleana Shadowblade, Succubus of the Wych Cult of the Living Shadows, is captured by the Lorth and sent to fight in the arena of Drazur for the pleasures of its Brood Mothers and Dreadlords. She kills 6000 Lorths before finally dying of exhaustion. Three Dreadlords kill each other over the possession of her body before Sorrokis claims it and plans to have her resurrected.

020M39: The Witnesses: a strike force of Tempestus Scions sent to assassinate a Brood Mother witness the Lorth mating ritual and process as well as their birth. The Inquisition gathers important knowledge on Lorths, but it leaves some of the Scions severely scared mentally.

200M41: The Disappeared: A errand fleet of Lorth is completely destroyed without any survivor by Necrons. It’s the first encounter between the two races.

350M41: Tunael is Bled: Sorgalch the Imperishable bleed dry the Exodite world of Tunael and resist to the Eldar counter attack seizing even more captive and killing even more of them.

850M41: The 10th: The Lorth Empire begin its preparations for a new Blood Crusade and increase dramatically their numbers.

910M41: The Blind Sword: Vrra leads a small force of First and Last Daughters against the orks of the World Breaker Hulk, exterminating them all. She personally kills in 5 successive duel their warlords.

990M41: The Undead Assault: Necrons awaken from their tomb world within the Lorth Empire. The 10th Blood Crusade has to change objective and becomes a fight for survival as the Necron prove to be implacable enemies.

Circa 000M42: The Exile of Cthrulla: Cthrulla leaves with a fleet of Lorth toward the galactic core with the intent of rising Krulth from her slumber to destroy their enemies.

This message was edited 5 times. Last update was at 2019/06/23 22:28:44


 
   
Made in us
Fresh-Faced New User




Some imaginative world building you've done here. I can certainly see the Lorth - or your Dvergar! - appearing in an RPG game coming soon...
   
Made in ca
Longtime Dakkanaut




gouss110 wrote:
Some imaginative world building you've done here. I can certainly see the Lorth - or your Dvergar! - appearing in an RPG game coming soon...


Thanks, I guess the Vyrkanyi will have to wait though

BTW, the 7th eddition ruleset for the Lorths are comming soon.if ever you are interested.
   
Made in us
Fresh-Faced New User




Thanks, I guess the Vyrkanyi will have to wait though

BTW, the 7th eddition ruleset for the Lorths are comming soon.if ever you are interested.


The Vyrkanyi are a bit too 'nice' for our RPG, I mean our GM is a Xenophile, & his favourites are Dark Eldar & Tyranids.
He's been mining the 40k fanon wikia for Xenos ideas, but complained to me recently that he is out of material, so I'm going
to surprise him with this, he just loves fleshed out Xenos to throw at us, the more vicious the better.

I have not played tabletop for some time, but our GM has a large collection so I'll keep an eye out for that ruleset.

   
Made in ca
Longtime Dakkanaut




gouss110 wrote:
The Vyrkanyi are a bit too 'nice' for our RPG, I mean our GM is a Xenophile, & his favourites are Dark Eldar & Tyranids.
He's been mining the 40k fanon wikia for Xenos ideas, but complained to me recently that he is out of material, so I'm going
to surprise him with this, he just loves fleshed out Xenos to throw at us, the more vicious the better.

I have not played tabletop for some time, but our GM has a large collection so I'll keep an eye out for that ruleset.


Well, I hope he'll like both the Lorths and Dvergars (and by extantion the Drucci, Torok ad Gnorik, the last one's being particularly vicious and violent thanks to radiation poisoning should do the trick). The rules will take about two more weeks of work I would say.
   
Made in ca
Longtime Dakkanaut




Special Rules

Spoiler:
Bloodlust: Lorths feed exclusively of the blood of other creatures. They fight and raid mainly to satisfy their lust for blood. Each time the Lorth win a close combat, they gain an extra attack per model up to a maximum of two extra attacks per model. They will never attempt to pursue a defeated enemy as they are too busy gorging themselves on blood at that point.

Hypnotic Movements: Lorths have strange and hypnotic movement thanks to the fact they have almost no hard bones in their bodies. This allows them a range of movement and fluidity unique to them. It can destabilise even the best close combat fighters of other races. All Lorths can reroll failed to touch roles of 1 in close combat unless their opponents also as Hypnotic Movements.

Unstable Mutation: Lorths are prone to minor mutations capable of granting them a edge in a fight. They usually extend to a small group who were probably clutch mates. Older Brood Mother can even provoke some of those unstable mutations. A unit with the following roll on the chart bellow to see what sort of bonus they gained. Should the unit have several unstable mutation, reroll identical results.
1) Extra Arms: The Lorth possess an extra pair of arms and gain an extra attack
2) Mutated Eyes: The Lorth has an extra set of mutated eyes. It can reroll fail to touch rolls of 1 in the shooting phase.
3) Poison Spit: The Lorth can spit a cloud of poisonous black ink. It automatically scores a hit on a 4+ in close combat with the following profile: Range: -, S: X, AP: -, Poison (5+)
4) Hooked Tentacles: The Lorth arms are covered in razor sharp barbs and hooks. It rerolls failed to wound roll of 1 in close combat.
5) Atrophied Wings: The Lorth possesses small, but muscular wings on his back that he can use to glide or make spectacular bounds. It gains the move through cover Special Rule and adds 3 inches to run and charge distence.
6) Blood Craving Monster: The Lorth is even more lustful for blood than the rest of his kin. It gains an extra point in strength in addition to an extra point in attack when receiving bonus thanks to the Special Rule Bloodlust to a maximum of two extra point of strength.

Amphibious: Lorths are perfectly amphibious and powerful swimmers. They treat water as standard terrain for them instead of difficult, dangerous or impassible terrain.


Psychic Discipline

Bloodmancy

Spoiler:
I psychic discipline based on manipulating the life force within the blood of living being itself. It’s akin to a form of specialised Biomancy, but with many practices more reminiscent of sorcery. It’s mostly used to kill in horrible fashion and strengthen lorths. Its effects can be frightening to witness.

Primaris Power: Exsanguinate (Warp Charge 1): Focus Witchfire, Range: 18, the model targeted suffer a wound with a strength equivalent to his own as its blood burst out of its body without possibility of armor save.

1: Vampiric Touch (Warp Charge 1): Blessing, Range: Self Only; in close combat, the model attacks gain an AP of 3 and all successful wound allow the caster to gain an extra wound to a maximum of two extra wound per round.

2: Sap Strength (Warp Charge 1): Malediction, Range: 24, the targeted unit suffers a malus of 1 to its strength or toughness for a round.

3: Acid Blood (Warp Charge 1): Blessing, Range: Self or any unit within 12; the caster and the unit blood becomes highly acidic. Each time they suffer a wound, the enemy model must pass an initiative test or suffer a S: 4, AP: 3 wound.

4: Regeneration (Warp Charge 1): Blessing, Range: Self or any unit within 12; the caster and the unit wounds close and regenerate at high speed. They gain the Feel No Pain (5+) Special Rule for a round.

5: Dance Macabre (Warp Charge 2): Blessing, Range: Self or any unit within 12; the caster and the unit movements become faster, stronger and much more precise as they slaughter all those around them. The unit gain +3 inches to charge and running distances, the ability to charge after running, gain an extra attack, point of strength and initiative. All their attacks also gain the Rending Special Rule, but at the end of the turn, they will suffer a S: 2, AP: - hit due to exhaustion.

6: Implosion (Warp Charge 3): Focus Witchfire, Range: 24, the targeted unit suffer a S: 10, AP: 1 hit. Should it be removed as a casualty, another model in the same unit targeted or within 3 inches is immediately targeted by a S: 8, AP: 1 hit. If it’s removed as a casualty, another model in the same unit targeted or within 3 inches is immediately targeted by a S: 6, AP: 1 hit. This pattern continues until a model survives the hit or 5 models have been removed as casualty.


Warlord Traits

Spoiler:
1) Vision from the Water: The warlord is extremely religious and superstitious. His faith is rewarded with prophetic visions that help him lead his troop to victory. The warlord’s army gain an extra victory point for the following objectives: Slay the Warlord, First Blood, Line Breaker.

2) Ravenous Hunger: The warlord is infamous for his thirst for blood. In combat he fights with a frightening furry. The warlord gains the Special Rule Rampage.

3) Devious Raider: The warlord is an expert at striking fast and from unexpected angles. Few enemy forces can predict where the next strike will come from. D3 unit in the warlord army gain the Special Scout.

4) Shepard: The warlord is known to take as much captives as he can during combat as to use them as chattel for his troops. All units in the warlord’s army can pursue enemies, but still retain the bonuses of the Bloodlust Special Rule. The maximum of number of bonus attack is also raised from to 2 to 3.

5) Undying: The warlord possesses regenerative abilities well beyond that of other Lorths. He gains the Special Rule Feel no Pain (5+) or improve an existing one by one step.

6) Transfixing Appearance: the warlord gaze and appearance seems to have supernatural properties that transfix it’s enemy. All enemy units in close combat with the warlord lose one point of attack and initiative to a minimum 1 in both characteristics.



Detachment

Spoiler:
Composition: 1 HQ, 2 Troops

Option: 1 HQ, 3 Elite, 4 Troops, 3 Fast Attack, 3 Heavy Support

Benefits: Objective Secure (Troop Choice), Pirates and Raiders

Pirates and Raiders: Lorths are known for their raiding tactics where the seek to cause a maximum amount of damage and steal want they want. Two Troop Choice and their dedicated transport gain the Acute Sense and Scout Special Rule.


Formations

Pirate Fleet

Spoiler:
The most classic of all battle formation of the Lorth is the pirate fleet. This army is composed mostly of Lorth sterile males and is used to harvest farmed world or raid planets with a large population of warm blooded and sentient creatures to feed the population of the Lorth Dominion. These armies are deathly fast, surprisingly well disciplined and commanded by experimented leaders. They are more than a match for even the regiments of the Imperial Guard let alone the forces of the PDF attempting to defend poorly defended agri-world. These pirate fleets fully use the large and fast vehicle of the Lorth to outflank the enemy troops and prevent any form of stable battle line. Well commanded, these Pirate Fleets can defeat most enemies and can form the corner stone of Lorth armies.

Composition: 1 Dreadlord OR Sorgalch the Imperishable, 0-1 Soul Drinker, 0-1 Quatermaster, 3-6 Pirate Crew, 1-3 Privateer Crew, 0-3 Hatchling Swarm, 1-3 Corsair Crew, 0-2 Buccaneer Crew, 1-3 Filibuster Crew, 0-2 Black Hull Dreadnaught

Benefits: Pirates and Raiders, Strike Terror Into Their Heart

Strike Terror Into Their Heart: A Lorth Pirate Fleet uses extensively psychological warfare and fear to weaken its enemy. If an enemy is outnumbered in a close combat by the Lorth, the lorth unit is considered as having the Fear Special Rule.

Option: 0-1 Dark Fleet, 0-1 Brood Mother Harem, 0-1 Enforcer Coven, 0-1 Mutant Horrors


Dark Fleet

Spoiler:
Lorths vehicles are known to be fast and powerful anti-grav tanks. When the Lorth attack an armored position, they seldom send wave after wave of Pirates as for a raid to be called a success it must help the brood grow. Casualties must thus be maintained at a minimum. To destroy such strong point and get to the population they protect, a Dark Fleet is assembled. The goal of these vehicle is to strike swiftly and with precision to destroy the enemy heavy armor, artillery and fortification at all coast before deploying troops of Pirates and Filibusters to occupy the zone and thus commence the harvest. The speed and good armor of Lorth vehicles certainly gives them an edge against the lumbering vehicles of the Imperium and the lightly armored ones of the Eldars and Orks. When the black and red flag of the harvest is hoisted and a Dark Fleet descend on a position, death soon follows.

Composition: 1-3 Black Hull Dreadnaught, 1-3 Frigate Squadron, 1-3 Eel Fighter, 1-3 Murena Bomber, 1-3 Reaper Squadron, 0-1 Kraken War Engine, 1-2 Pirate Crew (must be mounted in a Black Hull Ship), 0-1 Filibuster Crew (must be mounted in a Black Hull Ship)

Benefit: Objective Secure (Pirate Crew only), Powerful Volley

Powerful Volley: The Dark Fleets are trained to make a swift approach of the enemy fortification and armored asset to destroy them at close range with precision and firepower. All unit in the formation gain the Preferred Enemy (Tank, Monstrous Creature and Fortification) Special Rule if they are within 18 inches of their target.


Brood Mother Harem

Spoiler:
A Brood Mother is a powerful individual that will leave her temple only for the most important raid, crusade or in pilgrimage to meet with other of her station. When she goes to war, she will do so at the head of an impressive army, or at the very least surrounded by her most close guard. This close guard is composed of a Brood Mother favorite servants and mates and is composed of some of the most dangerous individuals in Lorth society. On the battlefield, a Brood Mother and her harem gives a depth of tactical and strategical knowledge that is fairly unique. Furthermore, the combat prowess of the elite of the Lorth society never fails to impress those who fight under them. One would be foolish to underestimate the last line of defense of a Brood Mother even when she travels with a light escort for a pilgrimage.

Composition: 1 Brood Mother, 1 Harem (2-4 Dreadlords, 2-6 Soul Drinker, 1-4 Quartermaster, 1-4 Soul Killer, 1-4 First Daughter Favored Daughter, all characters lose the Independent Character Special Rule, but retain all other options and Special Rule)

Benefit: Pool of Knowledge

Pool of Knowledge: The Brood Mother needs to be the warlord of the army, but can chose two warlord traits of her choice. Furthermore, she can join the Harem as if she was an Independent Character.


Enforcer Coven

Spoiler:
Most armies of the Lorths are designed to raid for food or other riches. They are swift and merciless, but sometime some battles have more complex objectives than bleeding planets to feed the Lorth population. When a Lorth army needs to exterminate with as little casualty as possible an enemy or when the rabbles of the Pirates are in need of discipline, or, even, when times are lean, the population needs to be purged to feed the Brood Mothers. Enforcer Covens are formed. These are small elite forces of First, False and Last Daughters sometimes accompanied by vehicles piloted by them. The Daughters will strike hard and fast at any enemy foolish enough to fight them up close and personal, limiting casualties in the weaker males who are necessary to feed the entire brood. Enforcer Coven can also join Pirate Fleets where they serve as shock trooper, attacking the enemy elite. When the Avatar of Liarch goes to war, it’s almost always at the head of an Enforcer Coven.

Composition: 2-3 Fist Daughter Coven, 1-3 False Daughter Coven, 1-3 Last Daughter Coven, 0-1 Frigate Squadron, 0-1 Vrra The Blind Sword, 0-1 Avatar of Liarch

Benefit: Daughter Pilots, Bloody Enforcers

Daughter Pilots: Daughters rarely pilot vehicles, but sometime they can only count on themselves to ensure victory. All vehicle in the formation can take a False Daughter Pilot that grants a BS of 5 for (15 pts) each

Bloody Enforcers: When fighting in such numbers, the Daughters are motivated to fight and kill twice more. All Daughter Units gain the Preferred Enemy (all) as long as the warlord of the army is alive.


Mutant Horrors

Spoiler:
Lorths have a high potential for mutation and some aberrant strains that most other specie, human included. Many of those Lorth suffered mutations following their exposure to Warp energy or following the veneration of the Gods of Chaos or even devout worship of their own gods. Amongst those Mutant and aberrant are the massive and violent Ravagers, the psychic Last Daughters and numerous sterile and fertile males who can display strange mutations that can vary tremendously. When a brood of mutant and aberrant congregate together they can form a specialised force that can inspire terror in the heart of the enemy. They also tend to be more fierce and bloodthirsty than the traditional Pirate Fleet. Some of those Mutant Horrors are used as terror troopers, disturbing the enemy forces as the rest of the forces advance or arriving to break the last shred of discipline the enemy forces might have had left at that point.

Composition: 1-3 Ravager Coven, 1-3 Lorth Pirate Crew (must have the Mutation Special Rule), 1-3 Buccaneer Crew, 0-1 Corsair Crew, 0-1 Hatchling, 1-2 Last Daughter Coven, 1-2 Beholder Coven, 0-1 Soul Drinker (must have the Mutation Special Rule) OR 0-1 Gorakys the Gluttonous

Benefits: Strike Terror Into Their Heart, Horrors from the Void

Horrors from the Void: Lorths are naturally disturbing and terrifying creatures for the races, but those who display such mutations are even more terrifying. All enemy units within 6 inches of a unit from the formation who doesn’t have one of the following Special Rules: An They Shall Know No Fear, Adamantium Will, Fearless, will suffer a penalty of 1 to its Leadership.


HQ

Brood Mother (0-1)

Spoiler:
Brood Mothers are the most ancient, powerful and important Lorth in their society. These mysterious and rare creatures are beings of incredible power. Born individually, unlike all the other Lorths, from an Elder Brood Mother they surpass in size and power all the other members of their race from inception. They will keep growing over several decades until they reach the size of a small building and are capable of birthing thousands of hatchlings. As their size and hunger for blood grows so does their minds. An adult Brood Mother is doted of a rare intellect and vivid memories that can encompass millennia. These creatures all possess a powerful connection to the Warp, unseen in no ither mortal creatures, allowing them to drastically transform their environment and bodies at will. These psychic powers give them a massive control over their brood who will revere them almost as if they were goddesses. As the summit of the Lorth’s social pyramid, they rarely thread on the battlefield, but when they do, it’s only in the direst of circumstances that they will do so. On the battlefield, their psychic might allow them to manipulate arcane energy weapons that no other Lorth can use safely made out of the brains, eyes and blood of their deceased rivals and ancestors. Their massive size and powerful and numerous barbed and clawed tentacle arms and legs allows them to kill scores of lesser foes with ease. Even armored vehicles and monstrous creatures can be crushed and bled to death in their embrace. While too large to wear Lorth armors, they always go to war under the protective barrier of a psychic shield capable of blocking even the most powerful attacks. Their great wisdom and intelligence makes them formidable tacticians. As the Mother of all under her, her simple presence is enough to transform the Lorth into rage filled fanatics ready to die and face any threat. Killing a Brood Mother is a daunting task for very few creatures have such power, but once killed, their brood is significantly weakened. The psychic backlash of her death can even kill lesser Lorths and injure even the strongest ones.

Brood Mother: WS: 3, BS: 4, S: 6, T: 6, W: 6, I: 3, A: 6, Ld: 10, Sv: 6+, pts: 300

Equipment: Clawed and barbed massive tentacles, Chitinous Skin, Blood Shield, Sanguinary Stone

Special Rule: Bloodlust, Amphibious, Monstrous Creature, Fear, Brood Mother, Mother to All, Ripping and Crushing, Feel No Pain (5+), Psychic Mastery 4, Psychic Abomination

Brood Mother: The Brood Mother can birth Lorths whenever she feels the need to, even on the battlefield. Each round, the Brood Mother isn’t engaged in close combat and provided she doesn’t move or charge, roll a d6 and add the same number of Hatchling Swarms. These Hatchling must be deployed within 3” of the Brood Mother and cannot move during that round, but can run or charge. From that point on, they are an independent unit.

Mother to All: All units within 12” of the Brood Mother are filled with bravery and furor. They gain the Feel No Pain (6+), Rage and Counter-Attack Special Rule. Should the Brood Mother be killed all Lorth units must pass a leadership test and lose one model, no matter how many wounds they have, for each point by which the test was failed. Furthermore, all units will lose one point of leadership prior to passing the aforementioned test. If a Brood Mother in on the board, she must be your warlord.

Ripping and Crushing: The Brood Mother tentacles are powerful and dangerous. Should she get a solid grip on a prey, they can crush and rip apart their preys with great ease. Should the Brood Mother target a single enemy model in close combat and touch with 3 or more of her attacks. Her close combat attacks gain the Fleshbane and Armorbane Special Rule.

Psychic Abomination: The Brood Mother is a massively powerful psyker. She ignores peril from the warp on a 4+ and generates Warp Charges on 3+

Unit Composition: 1 Monstrous Creature

Upgrades:

The Brood Mother can take an Ethereal Flow Generator for (40 pts) and/or a Mystic Eye for (25 pts)

The Brood Mother can exchange her Sanguinary Stone for a Carmine Crystal for (free)

The Brood Mother can reduce her attack characteristic by 1 to take an extra Sanguinary Stone or Carmine Crystal for (15 pts) or her attack characteristic by 2 to take two extra Sanguinary Stone or Carmine Crystal for (15 pts) each

The Brood Mother can become an Elder Brood Mother and gain +2 wound for (40 pts)

The Brood Mother can select her psychic powers from the following discipline: Bloodmancy, Biomancy, Divination and Telepathy

The Brood Mother can take a single Relic of the Ancients for the appropriate cost



Dreadlord

Spoiler:
Fearsome and dreaded generals of the Lorth’s raiders and pirate forces, the Dreadlords sit at the top of the male hierarchy. They are the favored mates of the Brood Mothers and the most likely fathers of all the Lorths under their command. They gained this privileged position thanks to their great intelligence, their unfathomable ruthlessness and their martial prowess. No lorth bar the elite of the First and Last Daughters can match them in combat. Such is their prowess that they have earned the respect and obedience of the sterile females. To rise to the rank of Dreadlord, a fertile male lorth has to pass through a gauntlet of challenges. He must survive his infancy and juvenile stage in a competitive environment as, unlike fertile females, fertile males are born in clutch of hundreds of which only a small fraction will survive their nursery years, devoured or murdered by their siblings or mentors due to some inadequacies. Those who reach adulthood join the ranks of the Corsairs, the ruthless elite of the Lorth forces. Should they survive the battles and gain the respect of other Corsairs and raise in ranks, they might finally be in a position to gain the attention of other Dreadlords or Brood Mothers and be trusted with a small command. Should this first experience be a success, they stand very good chance of being received as Dreadlord in a ceremony where they will ritually drink the blood of some of their sponsors and subordinates. Life a Dreadlord is usually rather cozy. Brood Mothers can always use good quality mates for their brood and the more they have, the stronger their brood become. Yet, competition can become fierce should she become frustrated with the stalemate or should a Dreadlord start to falter. Numerous are the Corsairs who dream of being given a shot at surpassing a Dreadlord to take his place. Dreadlords are known to be particularly devious commanders known for their ambushes and quick assault. All Dreadlords are experts at stimulating the bloodlust of their troops either by providing an example of ferociousness, by calling to his status as probable sire or through speeches. A generous distribution of combat drug spiked blood before the fight can also help.

Dreadlord: WS: 5, BS: 5, S: 3, T: 3, W: 3, I: 5, A: 4, Ld: 9, Sv: 4+. Pts: 60

Equipment: Light Chitin Armor, Exsanguination Cutlass, Light Skewer, Shrapnel grenade, Corrosive grenade, Shadow Micro-generator

Special Rule: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Scout, Acute Senses, Raid Leader

Raid Leader: Dreadlords are the masters of the Lorth’s raids. They are responsible of feeding the Lorth population and ensure its growth. Lorth warriors under their command fight with great discipline and acumen. All forces held in reserve gain the Acute Sense Special Rule. Furthermore, all reserve rolls can be rerolled even if they were successful.

Unit Composition: 1 independent character

Upgrade:

The Dreadlord can take a Blood Shield for (20 pts), an Ethereal Flow Generator for (15 pts), Etheral Wave Generator for (15 pts), a Vortex Trap for (25 pts), Elixir for (10 pts) a Heavy Chitin Armor for (10 pts) and/or a Blood Armor for (30 pts)

The Dreadlord can exchange his Exsanguination Cutlass for an Exsanguination Spear for (free), a Poisoned Blade for (5 pts), Venomous Bladed Whip for (10 pts), a Coruscating Exsanguination Cutlass for (10 pts), a Death Blade for (15 pts) or a Grand Cleaver for (25 pts)

The Dreadlord can exchange his Light Skewer for a Brace of Light Skewer for (5 pts), a Light Venom Spitter (5 pts), a Brace of Light Venom Spitter (10 pts), a Light Blunderbuss (8 pts) or a Light Sanguinary Crossbow for (15 pts)

The Dreadlord can take the rule Unstable Mutation for (10 pts) each up to three times.

The Dreadlord can take a single Relic of the Ancients for the appropriate cost



Soul Drinkers

Spoiler:
Soul Drinkers are the most powerful psykers of the Lorth race outside of the Brood Mother themselves. They are universally all fertile male for no male sterile Lorth is ever doted of psychic powers, especially not of this might. Soul Drinkers are of crucial importance for the Lorth society for they vastly outnumber the Brood Mother themselves. Their powers are also unique for these Lorths do not see the world like others. They perceive the living being through their psychic signature, making psykers and exceptionally vigorous beings as bright beings of flames and light, while others might be dull and a shadowy ghost. This strange vision allows them to perceive the ebbs and flows of the Warp to a certain and help steer the Lorth’s ship in the Warp albeit with more difficulty than the fabled Navigators of the Imperium. Soul Drinkers derive their name from their ability to feed directly of the live force and souls of sentient creatures. They can even derive enormous if temporary powers from this frightening practice. This makes Soul Drinker particularly dangerous fighters as they gain strength and sustenance simply by killing enemies. Their great psychic ability allows them to use fully esoteric weapons made of psychic infused blood and Chitine that cannot be used by none psykers. The most famous of which is probably the Mystic Eye, a ruby like crystal imbedded in their skull that they can use to project powerful psychic bolts capable of destroying even armored vehicles. Their close combat weapons are equally fearsome. Few are those who would dare face a Soul Drinker on the battlefield for its very soul might be taken from them should they fail to prevail. On the battlefield, they serve mostly as champions, seeking enemies at their measure to gain in strength by devouring their souls. Some are quite good tactician, using their control of the mystic arts to enhance their troops and themselves to accomplish more easily their military objectives.

Soul Drinker: WS: 4, BS: 4, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 8, Sv: 5+, pts: 85

Equipment: Light Blood Armor, Blood Staff, Mystic Eye

Special Rule: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Psychic Mastery 2, Soul Drinker

Soul Drinker: The unique and eponymous psychic ability of the Soul Drinker. They can absorb the literal soul and life energy of their victims to increase temporarily their own strength and vitality. At the end of each round in which a Soul Drinker kills at least one model in close combat or with its Mystic Eye, roll a d6. On a 5+, the Soul Drinker can gain the following bonus until the end of the game: +1 WS, +1 S, +1 W, +1 Ld up to a maximum of 6 in each stats.

Unit Composition: 1 independent character

Upgrades:

The Soul Drinker can exchange his Light Blood Armor for a Blood Armor for (20 pts)

The Soul Drinker can exchange his Blood Staff for a Blood Sword for (5 pts) or a Red Harvest for (30 pts)

The Soul Drinker can take an Ethereal Wave Generator for (15 pts), Elixir for (10 pts) and/or a Light Sanguinary Crossbow for (20 pts)

The Soul Drinker can increase its Psychic Mastery to 3 for (20 pts)

The Soul Drinker can take the Special Rule Unstable Mutation once for (10 pts)

The Soul Drinker can select his psychic powers from the following discipline: Bloodmancy, Biomancy, Telepathy, Telekinesis

The Soul Drinker can take a single Relic of the Ancients for the appropriate cost


Quartermaster

Spoiler:
The distribution of resources, especially food, is an immense privilege and power within Lorth society. Rapacious by nature and left without supervision, Lorth sterile males would devour all they can get their hands on or sink their fangs in and only provide for Brood Mothers. This is of course unacceptable as their duty is to feed their better. To insure discipline and a minimal amount of order and respect for ranks within pirate fleets, resources are distributed by a veteran Corsair or Buccaneer who might have lacked the strategical acumen to become a proper Dreadlord, but certainly has an abnormal level of strength for a fertile male and an ability to intimidate and impose discipline like no one else. Quatermaster are chosen by Brood Mother for their absolute loyalty and their records as particularly brutal fighters. They are the one entrusted with the task of dividing the spoils of war to insure her brood survival and prosperity, reward those who have fought or behaved above their call and punish those who would show weakness or ill discipline. Quatermasters are also master apothicary which is also vital to Lorth society. They have developped the knowledge of enhance blood to make it richer, tastier or produce various narcotic effects that is not only appreciated by all Lorths, but are downright essential to properly feed Brood Mothers and even, to some extend, her daughters as female Lorth are notoriously picky eaters. Quatermasters even developped some personnal elixir that can give them a variety of advantages a bit like combat drugs, but without so much dangerous secondary effects. On the battlefield, they serve as officers second in rank only to the Dreadlord themselves and act mostly as enforcer of discipline and moral. It's not rare for Quartermasters to fight and live alongside fertile female, especially First Daughters, as they represent the direct ally of the Quartermaster in his duty, but also to insure his protection as such an important individual, no matter how individually mighty he might be, wil be the target of assassination. The fact they rely in turn to the Quartermaster to provide them with the food they need help ciment this relationship. Yet, a Quartermaster must be warry for if he displeases his Brood Mother or his Dreadlord, he will be ideally positionned to be dealt with.

Quartermaster: WS: 5, BS: 4, S: 4, T: 3, W: 3, I: 5, A: 4, Ld: 10, Sv: 4+, Pts: 85

Equipment: Light Chitine Armor, Elixirs, Cleaver, Light Skewer, Shrapnel Grenade, Corrosive Grenades

Special Rules: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Disciplinarian, Potion Master

Disciplinarian: Quartermasters main task is to enforce discipline and the mear thought of a beating or of being deprived of food is enough to make all other Lorth fight harder and with more discipline. All units within 6 inches of the Quatermaster can use his leadership for all moral test.

Potion Master: Quartermasters are experts apothecary and can transform blood into various forms of elixirs that can enhance themselves. Such is their expertise that they can provide any squad they join with the same benefits. Any unit joined by the Quartermaster sees the bonus of its Elixir transferred to it for as long as they remain together.

Unit Composition: 1 independant character

Upgrades:

The Quartermaster can take a Blood Shield for (20 pts), an Ethereal Flow Generator for (15 pts) an Etheral Wave Generator for (15 pts), a Heavy Chitin Armor for (10 pts) and/or a Blood Armor for (30 pts)

The Quartermaster can exchange his Liht Skewer for a Brace of Light Skewer for (5 pts), a Light Venom Spitter (5 pts), a Brace of Light Venom Spitter (10 pts), a Light Blunderbuss (8 pts) or a Light Sanguinary Crossbow for (15 pts)

The Quartermaster can take the rule Unstable Mutation for (10 pts) each up to three times.

The Quartermaster can take a single Relic of the Ancients for the appropriate cost



Vrra the Blind Sword

Spoiler:
Vrra was one of the very first First Daughter produced by the young Brood Mother Kathra. She was born in a clutch of which she was the sole to survive up to adulthood. This profoundly distressed her Brood Mother who needed many First Daughter against her more powerful and ancient rivals and maintain order in her ever larger brood of sterile males. To add to her misery, Vrra was born blind. Her eyes were completely black and without the glimmer of light underneath that indicate sight, yet, what the Brood Mother couldn’t know was that she birthed what would become the most fierce and respected sterile female in recorded Lorth history. While Vrra was blind, she possessed the same psychic sight ability as Last Daughters and even more talent for war then others of her kin. Vrra, alone, set out to restore order to her mother’s temple killing scores of lorth pirates. She brought back in line scheming Corsairs, reminding them of their place and their role as the elite of Kathra army. She even defeated five First Daughters belonging to no other than Urdulga, the third most powerful Brood Mother, simultaneously. This caught the attention of the Council of Mothers who invited Vrra to an audience. They were concerned by the growing threats of Orks bordering their frontiers. The warring xenos were inedible for Lorths and needed to be destroyed with a minimal amount of casualty. Vrra was tasked to lead an army of First, False and Last Daughter against the Ork Hulk. Should she succeed, her Brood Mother would enter the Council ranks despite her young age. This was the first of a lengthy list of victories. Vrra led her troops to a crushing victory. On the battlefield, she tainted her Living Blade with the blood of so many Orks that each swing of it for years was accompanied by the green glow and streaks associated with Ork psychic signature. From this point on, Vrra became the champion of the Council, used to crush its most dangerous enemies and rebellious Brood Mothers. When fighting under her First, False and Last Daughters fight with even more ferocity and skill. As a reward, she was offered by Cthrulla herself a shield the color of her eye capable of repulsing even the most powerful attack. Her swordsmanship was found to be equal or superior to that of the greatest champions of the prey’s race from Space Marine Chapter Master to Eldar Autarch. All fell before her blade.

Vrra the Blind Sword: WS: 7, BS: 5, S: 4, T: 3, W: 3, I: 5, A: 4, Ld: 10, Sv: 3+, Pts: 185

Equipment: Heavy Chitine Armor, Mastercraft Living Blade, the Abyssal Shield, Shrapnel Grenade

Special Rule: Bloodlust, Supreme Blade Mistress, Amphibious, Legendary Favored Daughter, Fearless, Fleet, Bulky, Independent Character

Supreme Blade Mistress: Despite her blindness, Vrra can see perfectly fine thanks to her psychic sight. More than that, her psychic sight allows her to predict the movements of her opponents and predict their points of vulnerability. She can ignore the Unwiedly Special Rule and all her attacks are considered Rending on a 4+ to wound.

Legendary Favored Daughter: Vrra is the most talented and favored of all sterile female. Her courage, skill and devotion to her Brood Mother, Kathra, and even more so to the Council of the Mothers itself gave her great privileges. Vrra is the supreme enforcer of the Council and can lead armies of her sisters to crush any interlopers. All units of First, False and Last Daughters within 12” of her gain the Zealot and Fleet Special Rule, First, False and Last Daughters are considered troop choices in a detachment commanded by Vrra.

Unit Composition: 1 unique independent character

The Abyss Shield: This ancient shield is a gift to Vrra from her Brood Mother. This inky black Taranis Shield is built in pure Chitine and contains a unique repulsor generator that sends violent shockwaves that can break the bones and rupture organs. It can also block incoming damage with great ease. It confers its user a 3+ Invulnerable save and has the following profile: Range: Template, S: 5, AP: -, Strikedown, provides an extra attack in close combat.

Warlord Trait: Transfixing appearance


Sorgalch the Imperishable

Spoiler:
Dreadlords are incredibly powerful and influential figures within the Lorth society. They are the most powerful males of their society and the sire of most of the brood. Amongst them, there is one that standout head and shoulders above all others: Sorgalch the Imperishable. Born from the now deceased Brood Mother Gordoba, Sorgalch rise through the ranks of the Corsairs was meteoric. His tactical genius was second to none. His genius was such that he could rival in ruse and intelligence even with Brood Mothers. His cleverness allowed him to navigate the traitorous waters of the Corsair training and gain a good position amongst a crew of which he quickly earned the command after impressing a Dreadlord with his quick and precise swordsmanship and keen eye for traps and enemy weaknesses. In addition to his good fortune and incredible mind, Sorgalch also inherited several mutations. His two extra set of arms certainly help in combat and he did kill a stronger rival in duel with his poisonous spit, but most spectacular of all is his capacity to heal from injury almost as fast as they are caused to him. His quick rise in ranks attracted him the jealous envy of many and many tried to assassinate him. His regenerative abilities allowed him to survive many of these and claim the title of Dreadlord where his tactical genius truly could shine. It’s said that in lapse of about a century he led just as many successful invasions. Yet, his fame and power were far from its zenith. It would come during the Covens War where he would lead the siege against the Yellow City and outmatch on several occasion Sorrokis herself. She would be one of the architect of his greatest story. Sorgalch was the sole survivor of the poison attack on the command center, his regenerative powers were even enhanced by the toxin as if they adapted on the spot to counter the toxins or were somehow enhanced by them. Nevertheless, he survived the attack and led, alone the reminder of his forces until Cthrulla put an end to the conflict and rewarded him greatly with lavish honors and Sorrokis as a mate. United by a superior intelligence, both forgot their rivalry and became fast friends and allies in addition to breeding a large quantity of dangerous Lorths. Sorgalch has outlived all other male Lorth before him by an order of magnitude, reaching over 2000 years of age and accumulating even more victories. This granted him the title of Grand Dreadlord after his victory on the Exodite world of Tunael where he bled to death 15 million eldars from the local population and defeated the strike force of Dark Eldar, Harlequin and two different Craftworld that attempted to come to their rescue. This victory over the hated and feared Eldars remained the most extraordinary ever won by Lorth since the Times of Dream. Now, the Grand Dreadlord prepares a counter attack against the Necron menacing the Lorth heartland.

Sorgalch the Imperishable: WS: 5, BS: 5, S: 3, T: 3, W: 5, I: 5, A: 5, Ld: 10, Sv: 3+, Pts: 210

Equipment: Heavy Chitine Armor, Taranis Sword, Taranis Shield, Brace of Light Skewer, Vortex Trap, Shadow Micro-generator, Elixir, Shrapnel and Corrosive Grenade.

Special Rule: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Scout, Acute Senses, First Dreadlord, Eternal Warrior, Feel No Pain (4+), It Will Not Die, Mutation (Extra Arms (already included in the profile) and Poison Spit), Stubborn

First Dreadlord: Sorgalch is the oldest and greatest Dreadlord in history. The troops who fight under him do so with more fervor thanks to their unshakable faith in the genius and power of their commander. No male Lorth commands more respect and influence than him. All forces held in reserve who can outflank can come from the table edge of their choice. Do not roll for reserve. They can arrive whenever Sorgalch wants from the second round and onward.

Unit Composition: 1 unique Independent Character

Taranis Sword: The Taranis Sword is the badge of office and a gift from the Council of Mothers to Sorgalch following his massive victory over the Eldars of Tunael. This arcane blade has the following profile in the shooting phase: Range: 24, S: 5, AP: 5, Assault 2, Haywire and the following in close Combat: Range: -, S: -, AP: 3, Haywire

Warlord Traits: Undying (included in the profile) and Sheppard


Kas the Shadowblade

Spoiler:
Kas the Shadowblade is a mysterious figure, one of the too numerous to count sons of Sorgalch and Sorrokis, he was born with powerful psychic abilities, but without the ability to drink souls. He thus became a Soul Thief at the service of his Brood Mother, but he was gifted with a talent for combat and espionage far greater than all others. It’s said that his instincts are so great, he knows every single corner of the Yellow City and Cthrulla’s Temple. He was quick to master all the skills of the Soul Thieves and murdered so many enemies of Sorrokis that he doesn’t count them anymore. His talents were such that Cthrulla herself claimed him as one of his adopted son, wrenching the gifted killer from Sorrokis grasp. Under the tutelage of the First Lorth, Kas powers grew tremendously and so did his knowledge. While Sorrokis was wise and more much more powerful than any other Brood Mother, Cthrulla was simply beyond everything as “mundane” as a Brood Mother. She showed him how to become the greatest killer in Lorth history, surpassing in skills and speed any First Daughter save perhaps Vrra herself. Kas would serve the Council of Mothers and ironically would develop a rivalry with her as both competed for the Council highest honors and praise. Both are fundamentally different though. Vrra is a taciturn and stalwart warrior while Kas is an affable assassin who prefers to work alone. Kas is also the bearer of the most dreaded artefact of the Lorths, the Blade of Vengeance. He earned the right to wield this most powerful and destructive divine sword after successfully assassinating a dangerous Imperial Cardinal who was about to command a huge Crusade to attack the Lorths. His untimely demise and an invasion of Chaos troops allied to the Lorth prevented a mighty force to be properly raised against them. With the Blade of Vengeance, he also earned the title of Shadowblade, the greatest assassin in the Lorth Dominion. Despite his title of Shadowblade, the clever Kas also commanded raids and assaults in the name of Cthrulla and the Council of Mothers, usually against other Lorths, unwilling to bow before the Council or deserving of some punishment, but also against their most dreaded foes like the awakening Necrons.

Kas the Shadowblade: WS: 8, BS: 8, S: 3, T: 3, W: 3, I: 6, A: 3, Ld: 9, Sv: 5+, Pts: 160

Equipment: Twin Skin Armor, Mastercrafted Death Blade, Mastercrafted Light Sanguinary Crossbow, the Blade of Vengeance, Corrosive Grenades

Special Rule: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Greater Shadow Step, Infiltration, Fleet, Hit and Run, Shadowblade, Psychic Mastery 1 (Bloodmancy Discipline only)

Greater Shadow Step: Kas is the master of the ability to blend in shadows like ghosts making and making himself partially ethereal. He gains a 3+ invulnerable save, move 9 inches instead of 6, can add 3 inches to their run and charge distance and ignore difficult terrain. Should a unit shoot at him or attempt to hit him in close combat, it can pass a Deny the Witch test to cancel the invulnerable save. Note that this ability is considered as having a Warp Charge value of 3. Any ability that affects only psykers can affect him. This ability is always active and requires no Warp Charge.

Shadowblade: Kas is the greatest assassin of the Lorth and as such can lead his kin into battle if he judges so necessary. Under his orders, the Soul Thieves are twice more aggressive and eager to prove their skills in combat. All Soul Thieves within 6 inches of him can reroll their charge distance, but must keep the second result. Soul Thieves can be selected as troops in a detachment commanded by Kas.

Unit Composition: 1 unique Independent Character

The Blade of Vengeance: The most powerful and dangerous weapons of the Lorth this psychic blade is one of the most dangerous weapon in the galaxy and was clearly not meant to be used by simple mortals. As its use can be massively dangerous to its wielder. Even Kas refrain from using unless its absolutely necessary. He knows the Blade will claim him one day. It has the following profile: Range: -, S: X3, AP: 1, Requires two hand to use, can only strike once, Touch of Death (all unsaved wound are multiplied by 3), Unstoppable (all successful invulnerable save must be rerolled and Ignores Feel No Pain), Betrayer (all failed to hit rolls result in the Blade Striking its wielder).

Warlord Trait: Devious Raider


Gorakys the Gluttonous

Spoiler:
Lorths are one of the rare few xenos specie to have had a positive relationship with the Gods of Chaos. While not as revered as their mother goddess Krulth or their protector Liarch, many Lorths do pay their respect to these cruel and fickle deities either out of respect, seeking power from them or to appease them. Gorakys differs from most Lorth for his zealotry toward the Ruinous Power. Gorakys was born from a doomed Brood Mother whose entire brood was destroyed when a daemonic invasion struck her world, leaving her temple an empty husk. When the daemon retreated, they left one survivor, a young Soul Drinker still in formation: Gorakys. The daemonic invasion of his homeworld profoundly scarred the Soul Drinker. He gained a fascination without limit for the powers and nature of daemons. He saw in them the penultimate of creation and true children of the Water. He decided to dedicate the rest of his life to the understanding of the powers of Chaos. His first action after the devastation of his homeworld was to scavenge amongst the ruin of the temple for weapons, armors and food. From his masters, he managed to arm himself with a powerful Red Harvest Blade and Blood Armor, but could only find food outside of the temple into the ravaged surface of the planets. He killed many of the few survivors living outside the walls of the temple of his Brood Mother. Those he didn’t killed were pirates who were ready to accept his authority. Together they scoured the world and sacrificed to the Gods of Chaos those who were not consumed. Soon, other Lorth fleets would land on the planet to repopulate it. Gorakys would be the one to tell the story of what happened there, how daemons had devastated the planet and how much he had learned since then. While visibly disturbed, even by lorth standards, Gorakys was hired for his powers as a Soul Drinker to guide piratical lorth armies through the Warp. His knowledge of the Warp and the Gods of Chaos made him the most talented navigator of the Lorths. Many vied to gain his service and Gorakys was quick to negotiate himself more independence and freedom to study and command expedition to further his knowledge. Though it was akin to deal with the devil, most accepted his demands. The Soul Drinker earned his title of the Gluttonous by sacrificing entire sectors to the Gods of Chaos in exchange of more knowledge and power. His thirst for blood, war and power became legendary. As a reward for such devotions, Gorakys was granted knowledge to create a powerful daemonic artefact he named the Eye of Chaos by sealing the mind of a Greater Daemon within a psychic crystal. Just before the Storm of Chaos, Gorakys had departed with an imposing fleet of Lorth for a massive assault on Imperial key worlds close to the Maelstrom.

Gorakys The Gluttonous: WS: 5, BS: 4, S: 3, T: 3, W: 4, I: 4, A: 4, Ld: 9, Sv: 3+, Pts: 150

Equipment: Blood Armor, Eye of Chaos, Red Harvest, Elixir

Special Rule: Independent Character, Bloodlust, Hypnotic Movements, Amphibious, Psychic Mastery 3 (Bloodmancy, Malefic Daemonology), Furious Charge, Rage, Soul Drinker, Corrupted Lorth, Mutation (Blood Craving Monster)

Corrupted Lorth: Gorakys is a devout of the Ruinous Powers and, even by Lorth standards, exhibits terrifying behaviors. This create unease amongst those surrounding him. All friendly Lorth units within 6 inches lose a point of leadership due to their mistrust of him.

Eye of Chaos: This Mystic Eye contains the seal energy of a powerful daemon and is a potent symbol of the Gods of Chaos. It reduces the initiative of all enemy units in close combat with the bearer by 1 and has the following profile: range: 12, S: 5, AP: 1, Assault 1d6, Armorbane, Daemonic (a roll of 1 on the weapon’s profile will automatically cause a wound on Gorakys that cannot be saved)

Warlord Trait: Ravenous Hunger


Elite

Corsairs Crew

Spoiler:
Corsairs are the elite of the Lorth fleet forces. They are systematically fertile males, usually still relatively young and engaged in a quest to rise in rank and maybe earn the right to become one of the female’s mates and of course for more “mundane” powers and riches. Lorths are first and foremost pillagers and pirates. It’s through these venues that all Lorths can rise in ranks and amongst the fiercely competitive higher cast this becomes even more important. Corsairs are highly motivated troops who delight in war and pillage. A lorth mind is a scheming and esoteric thing, always racing to find a way to survive and prospers. Corsairs make no exception, far from there. Few lorths need to be more ingenious, cruel and cryptic then these for they can never trust fully their comrades. At least not until they have established themselves as Corsairs and recognised by their peers. To do so, a young fertile male must impress a Corsair Lord, a veteran and officer amongst Corsairs, by displays of combat aptitude. If they show a quick mind and a strong body, they will be allowed to train with other confirmed Corsairs. Those who don’t make the cut are sometimes castrated and relegated to the position of sterile males, others are simply killed and devoured, some are simply exiled until someone finally sees some worth in them. Training is difficult and focus mostly in ranged combat as it’s a safer and more efficient way to fight the enemy, but all Lorth have a natural aptitude for close combat and the Corsairs certainly don’t make exception. Fertile Lorth males are too precious to be squandered away like the sterile ones after all. When they reach a good level of competence, they will receive their weapons, the very best available to Lorth males, from their Lord and be sent in the most dangerous assignment to prove their worth. Corsairs are heavily armed and dangerously cunning. They form elite bands of pirates capable of defeating much more powerful foes. To others, they are vain, cruel, but incredibly deadly fighters with an eye always open for advancement.

Corsair: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 1, Ld: 8, Sv: 4+, pts: 12
Corsair Lord: WS: 5, BS: 4, S: 3, T: 3, W: 2, I: 4, A: 2, Ld: 9, Sv: 4+

Equipment: Light Chitine Armor, Venom Spitter, Light Venom Spitter, Exsanguination Cutlass, Shrapnel grenade, Corrosive grenade

Special Rule: Bloodlust, Hypnotic Movements, Amphibious, Traitorous Corsairs, Hit and Run

Traitorous Corsairs: Corsairs are immensely competitive for advancement and greedy. They are not to be trusted, especially if things start to go wrong. They will never succeed a test of “Look Out Sir!”.

Unit Composition: 5-15 infantry

Upgrades:

One Corsair can be promoted to Corsair Lord for (20 pts)

The Corsair Lord can exchange his Exsanguination Cutlass for a Coruscating Exsanguination Cutlass for (10 pts) or a Venomous Bladed Whip (10 pts) or a Death Blade for (15 pts)

Any Corsair or Corsair Lord can exchange their Venom Spitter for Reaper-Skewer for (2 pts) or a Taranis Rifle for (1 pt)

Any Corsair or Corsair Lord can exchange their Exsanguination Cutlass for an Venom Blade for (2 pts)

Any Corsair can exchange their Light Chitine Armor for Heavy Chitine Armor for (4 pts) each OR take an Ethreal Flow Generator for (4 pts) each

One for every 5 Corsair can exchange his Venom Spitter for a Taranis Trident for (10 pts), A Heavy Blunderbuss for (8 pts), a Harpooner (15 pts) for or a Venom Jezzails for (20 pts)

All Corsairs can take the Special Rule Unstable Mutation once for (4 pts) each

The entire squad can take a Black Hull Ship as a dedicated transport


Buccaneers Crew

Spoiler:
Not all non-psychic fertile male become Corsairs or remain one of them. Some, with years spent on the battlefield, become so accustomed to war and bloodlust that they lose all interest in other ventures. They care only about fighting and violence. These are known as the Buccaneers and they are the most savage of all Lorth fighters. In combat, they fight with a demented strength and furor fleeing on front of no danger and carring little about the enemy attacks. They can be counted on to be the first one to strike in close combat no matter the odds. While they are relatively lightly armed, they are more then capable of fighting even enemy elites on an equal grounds, but their lust for blood is most easily quenched by scything down and at great speed the enemy rank and file. The quicksilver and unpredictable movements of these Lorths makes them all the more dangerous to poorly trained close combat fighters. Outside of combat, Buccaneer are known to be almost always in a state of stupor thanks to their generous consumption of elixir and narcotics. This is perhapse for the best least they start picking fights against other Lorths, even provoking First Daughters into combat. Quatermaster are rarelly able to discipline them in any other way. In combat they switch recreational elixir for combat ones making them even more fearsome in combat. Despite their birthright, Buccaneer seldom hold high rankings amongst other Lorths. At best some of their Lords can aspire to become Quartermasters should they remane sain enough. Buccaneers, with time, seem to develop their own mutations and the overwhelming majority of them possess extra sets of arms though extra eyes are also a rather common thing. They seem to appear more commonly within a Brood when a Brood Mother has lost a large number of her fertile males or is generally displeased with her situation. In that, the hyper-agressive Buccaneers seem to act as some sort of pushback. On the opposite, they also appear in particularly prosperous Brood where blood flows in large quantity and so does elixir.

Buccaneer: WS: 4, BS: 4, S: 3, T: 3, W: 1, I: 4, A: 3, Ld: 7, Sv: 4+, Pts: 16
Buccaneer Lord: WS: 5, BS: 4, S: 3, T: 3, W: 2, A: 4. Ld: 8, Sv: 4+

Equipment: Light Chitine Armor, Exsanguinator Cutlass, Brace of Light Skewer, Elixir, Shrapnel Grenade, Corrosive Grenade

Special Rule: Special Rule: Bloodlust, Hypnotic Movements, Amphibious, Furious Charge, Unstabble Mutation (Extra Arms, already included in the profile), Short Fuse

Short Fuse: Buccaneer are notorious abuser of Elixir and blood craze warriors. In combat, they do not care anything else but the death of their enemies, bellowing threats and insults at those too far to strike, to the detriment of common sense and strategy. It's a rare thing to see them flee a combat. Buccaneers are considered to be Stubborn, but will never benefit from cover saves or from the Disciplinarian Special Rule.

Unit Composition: 5-15 Infantry

Upgrades:

One Buccaneer can be promoted to Buccaneer Lord for (10 pts)

The Buccaneer Lord can exchange his Exsanguination Cutlass for a Coruscating Exsanguination Cutlass for (10 pts) or a Poisonned Blade for (5 pts) or a Cleaver for (20 pts)

The Buccaneer Lord can exchange his Brace of Light Skewer for a Light Blunderbuss for (5 pts)

Up to three Buccaneer can exchange their Brace of Light Skewer for a Light Blunderbuss for (5 pts) each

Any Buccaneer can exchange their Exsanguination Cutlass for an Exsanguination Spear for (free) or a Poisoned Blade for (5 pts) each

All Buccaneer can exchange their Light Chitine Armors for Heavy Chitine Armors for (3 pts) each

All Buccanneer can take Ethereal Wave Generators for (5 pts) each

All Buccaneer can take the Special Rule Unstable Mutation once for (4 pts) each

The Buccaneer Crew can take a Black Hull Ship as a dedicated transport



Soul Thieves Coven

Spoiler:
Soul Thieves are fertile males with mild psychic abilities. While they do not possess the might necessary to become Life Drinkers, they are still powerful enough to master useful and dangerous powers. Soul Thieves are born within clutches of fertile males, but once their power start to manifest when they reach their adult or sub-adult form, they are isolated from those who would become Corsairs. Life Drinkers and Brood Mothers can also sense psychic might within their hatchlings and will sometime isolate them from the get go. It’s rumored that older Brood Mother can even create psychic fertile males at will. Those who are recognised to have psychic powers will be trained to master the dark arts as any psyker without guidance is a risk to themselves and others. They are also too valuable and useful to be wasted in the meat-grinder that can be Corsair training and life. Instead they will be trained as spies and assassins. The training isn’t easier, in fact, it’s even more rigorous and potentially deadly, but those giving the training, experimented Soul Thieves known as Soul Killers, will take a much more hands on approach than the Dreadlords and Corsair Lords who train the Corsairs. The training is also longer. It may take over a decade for a Lorth to gain a mastery of stealth, assassination, combat, espionage and psychic sorcery. Those who fail are frequently sacrificed to the altars or the gods or feed their Brood Mother their extremely rich blood. Soul Thieves, to avoid competition and disloyalty, are all castrated. Thus, they cannot have hopes to become mates to a Brood Mother. Lorths can heal of such damage and become fertile again, which requires the castration ritual to be repeated regularly. It’s a very painful experience, but Soul Thieves use it show their devotion to their Brood Mother and augment their endurance. On the battlefield, they wear very light armors and powerful, but very light weapons designed to make a mockery of all defense. They are set to attack the very best warriors of the enemy and its leaders, using their lightning fast, hypnotic and precise attacks to bring them down before they can retaliate. To protect themselves, they prefer to rely on their psychic powers, making themselves partially intangible to avoid blows and detection. Soul Thieves are very dangerous foes for this reason.

Soul Thief: WS: 6, BS: 5, S: 3, T: 3, W: 1, I: 5, A: 1, Ld: 8, Sv: 5+, Pts: 30
Soul Killer: WS: 7, BS: 5, S: 3, T: 3, W: 1, I: 5, A: 2, Ld: 9, Sv: 5+

Equipment: Twin Skin Armor, Death Blade, Light Sanguinary Crossbow, Corrosive Grenades

Special Rule: Bloodlust, Hypnotic Movements, Amphibious, Shadow Step, Infiltration, Fleet, Hit and Run

Shadow Step: The Soul Thieves are all minor psykers and together they can use their powers to blend in shadows like ghosts making them partially ethereal. They all gain a 4+ invulnerable save, move 9 inches instead of 6, can add 3 inches to their run and charge distance and ignore difficult terrain. Should a unit shoot at them or attempt to hit it in close combat, it can pass a Deny the Witch test to cancel the invulnerable save. Note that this ability is considered as having a Warp Charge value of 2. Any ability that affects only psykers can affect them. This ability is always active and requires no Warp Charge.

Unit Composition: 3-10 infantry

Upgrades:

One Soul Thief can be promoted to Soul Killer for (10 pts)

The Soul Killer can exchange both his Light Blood Crossbow and his Death Blade for a Red Harvest for (10 pts)

All Soul Thieves and Soul Killer can exchange their Death Blade for a second Light Sanguinary Crossbow for (free)

All Soul Thieves and Soul Killer can exchange their Death Blade for a Venomous Bladed Whip for (free)

All Soul Thieves and Soul Killer can take an Ethereal Flow Generator for (10 pts) each

All Soul Thieves can take the Special Rule Unstable Mutation once for (4 pts) each

All Soul Thieves can gain a Psychic Mastery of 1 and the Brotherhood of Psyker Special Rule for (5 pts) each. If so, the Soul Thieves select their power from the Bloodmancy discipline.

The entire squad can take a Black Hull Ship as a dedicated transport



First Daughter Coven

Spoiler:
Lorth Sterile females are born in clutches of their own. For most young Brood Mother, her very first clutch will be of sterile females. These are larger, faster, more agile and stronger than lorth’s males. They are natural born warriors. They are born with an innate talent for warfare; without any form of training they are already very capable combatant with swords, spears and range weapons. Brood Mothers use their sterile daughters as supreme bodyguards, enforcers and soldiers. This honored position and the fact that they are usually the very first children of a Brood Mother gave them the title of First Daughters. These warriors, while born good combatant and with bodies strong and fast enough to rival Space Marines, train their entire lives in the art of war and the time they don’t spend fighting or learning how to, they spend learning activities like arts and gymnastic which train skills they can later use in combat. First Daughters are meticulously trained by their elders and by practicing with each other sometimes in deadly bouts. Their great longevity and sharp minds allows them to accumulate quickly a lot of experience. Unlike males, Lorth sterile females are very genetically stable have thus very little individual difference in terms of skills, physical performance and intellect. This similarity and sterility makes them very loyal and disciplined. On the battlefield, they serve as bodyguards for Lorth’s warlords and elite soldiers mostly tasked to cut down in short order the enemy rank and file, leaving the elite to Soul Thieves even though they will never hesitate to face them off should the need arise. Their incredible talents and aptitudes makes them fearsome foes that only the most well trained and powerful soldiers can hope to challenge. Facing a First Daughter in duel is almost a death sentence.

First Daughter: WS:5, BS: 4, S: 4, T: 3, W: 2, I: 4, A: 2, Ld: 8, Sv: 3+, Pts: 30
Favored Daughter: WS: 6, BS: 4, S: 4, T: 3, W: 2, I: 5, A: 3, Ld: 9, Sv: 3+

Equipment: Heavy Chitin Armor, Taranis Shield, Living Blade, Shrapnel Grenade

Special Rule: Bloodlust, Hypnotic Movements, Amphibious, Enforcers, Blade Mistresses, Stubborn, Bulky

Enforcers: Should the First Daughter be within 6” of the Warlord, they gain the Zealot Special Rule. Furthermore, should an Independent Character join their unit, they automatically pass all their Look Out Sir rolls.

Blade Mistresses: First Daughters are powerful and elegant swordswoman who have spent decades if not centuries mastering their weapons. They ignore the Special Rule Unwieldy on all their weapons and gain the Rending Special Rule.

Unit Composition: 5-10 Infantry

Upgrades:

One First Daughter can be promoted to Favored Daughter for (10 pts)

The Favored First Daughter can exchange her Taranis Shield and Living Blade for a Grand Cleaver for (15 pts)

The Favored First Daughter can take a Blood Shield for (10 pts)

Any First Daughter can exchange her Taranis Shield and Living Blade for a Grand Cleaver for (15 pts) each

Up to three First Daughter can exchange both their Taranis Shield and Living Sword for a Heavy Sanguinary Crossbow for (15 pts)

The entire squad can take a Black Hull Ship as a dedicated transport



Troops

Pirate Crew

Spoiler:
The vast majority of the Lorth’s forces is composed of sterile males. They are the bedrock of the Lorth society when it comes to work and war. Their vast numbers, expendable nature and ease to feed on even low quality preys makes them excellent rank and file soldiers. Lorths rely on piracy and raids to feed their population and as such a large number of their sterile male population will be pirates choosing amongst the most vicious and most clever of them even though their intellect doesn’t match that of their fertile and female superiors. Lorth Pirates are reasonably well trained as they do possess a certain competence with their weapon and an acceptable level of military discipline. Of course, the youngest members of the crew have only a basic training and a very limited experience of combat. Their first assignment is either as Spearman or Rifleman depending on their particular skills. Spearmen are armed with dangerous and barbed Exsanguinators Spears with which they impale their foes compensating their relative weakness and fragility by working in groups and counting on good armors. In the tight corridors of their ships they can prove to be extremely dangerous. Riflemen, on their side, are those Lorths that seem to possess a greater aptitude with range weapons. They are entrusted with Skewers, powerful spear throwing rifles capable of crippling and killing even an Ork with a single shot. They usually provide fire support for the Spearmen, but will not hesitate to throw themselves in the melee should bloodlust descend upon them. Above them are the truly trained and experimented First Mate. These are Lorths armed to fulfill both roles and who are frequently carrying more performant weaponry to deal with enemy armor or heavy infantry. Lorth Pirates are led by officers with decades of raiding experience who have risen through the ranks of Lorth sterile males by gaining the trust and favor of a Corsair Lord or even higher. Krusralrak the Impaler is probably the most famous of them for he gained the favor of his own Brood Mother and became part of her court as a torturer, far away from the life of servitude and privation of most sterile males.

Lorth Pirate Spearman: WS: 3, BS: 2, S: 3, T: 2, W:1, I: 4, A: 1, Ld: 6, Sv: 4+, Pts: 5
Lorth Pirate Rifleman: WS: 2, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 6, Sv: 4+
Lorth Pirate First Mate: WS: 3, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+
Lorth Pirate Officer: WS: 3, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 2, Ld: 8, Sv: 4+

Lorth Pirate Spearman Equipment: Light Chitine Armor, Exsanguination Spear, Light Skewer
Lorth Pirate Rifleman Equipment: Light Chitine Armor, Skewer, Light Skewer
Lorth Pirate First Mate Equipment: Light Chitine Armor, Skewer, Light Skewer, Exsanguination Cutlass, Shrapnel Grenade
Lorth Pirate Officer Equipment: Light Chitine Armor, Brace of Light Skewer, Exsanguination Cutlass, Shrapnel Grenade

Lorth Pirate Special Rule: Bloodlust, Hypnotic Movements, Amphibious

Unit Composition: 15-45 Infantry

Upgrades:

One Lorth Pirate Spearman can be promoted to Lorth Pirate Officer for (10 pts)

The Lorth Pirate Officer can exchange his Exsanguination Cutlass for a Coruscating Exsanguination Cutlass for (10 pts), a Poisoned Blade for (5 pts) or a Venomous Bladed Whip for (10 pts)

The Lorth Pirate Officer can exchange his Brace of Light Skewer for a Light Blunderbuss for (5 pts)

One out of two rounded down Lorth Pirate Spearman can be promoted to Lorth Pirate Rifleman for (1 pt) each

One out of five rounded Lorth Pirate can be promoted to Lorth Pirate First Mate for (3 pts) each

All Lorth Pirate First Mate can exchange their Skewer for a Blunderbuss for (10 pts), a Reaper-Skewer for (10 pts) or a Taranis Trident for (20 pts)

All Lorth Pirates can take the Special Rule Unstable Mutation once for (2 pts) each

The entire squad can take a Black Hull Ship as a dedicated transport


Privateer Crew

Spoiler:
Privateers are Lorth Pirates who could have achieved the rank of First Mate, but were instead assembled into a crew of their own to serve as elite boarding party or as shock troopers. They get a larger portion of the spoil of war as a reward for a more dangerous position with assignments destined to have a high casualty rate. The first wave of Lorth boarding an enemy ship or launching an assault upon its line is sure to suffer important casualty even in the best situation. Privateers thus need to be properly motivated and equipped for the task. To enhance their movement capacity, they are all equipped with a Ethereal Wave Generator, a back mounted device that allows them to surge through the air like if they were surfing on a wave of energy. This allows them to close the distance very quickly with their opponents, pass through the vacuum of space or change their position where they can make a greater impact. They are rather heavily armed, carrying a brace of skewers on them at all time in addition to an exsanguination spear for when they reach close combat. Several of them will carry assault weapons perfectly designed for short range range encounters giving the entire crew an impressive firepower. They are armored with the same Light Chitine armors then most lorth troops which offers a very good level of protection from most anti-infantry weapons. Privateers are an essential part of any lorth pirate fleet as they provide impressive short range firepower and an excellent mobility. The fact that they are fundamentally expendable makes them very easy to use by their commanders who won't risk the wrath of a Brood Mother for having send them all to their death.

Privateer: WS: 3, BS: 3, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 7, Sv: 4+, Pts: 9
Privateer Officer: WS: 3, BS: 3, T: 3, W: 1, I: 4, A: 2. Ld: 8, Sv: 4+

Equipment: Light Chitine Armor, Ethereal Wave Generator, Brace of Skewer, Exsanguination Spear, Shrapnel Grenades

Special Rule: Bloodlust, Hypnotic Movements, Amphibious

Unit Composition: 5-20 Jump Infantry

Options:

One Privateer can be promoted to Privateer Officer for (5 pts)

The Privateer Officer can exchange his Exsanguination Spear for a Coruscating Exsanguination Cutlass for (10 pts), a Poisoned Blade for (5 pts) or a Venomous Bladed Whip for (10 pts)

The Privateer Officer can exchange his Brace of Light Skewer for a Light Blunderbuss for (5 pts)

Up to four Privateers can exchange their Brace of Skewers for a Light Blunderbuss for (5 pts) or a Reaper-Skewer for (8 pts) each

One Privateers can exchnage his Brace of Skewers for a Blunderbuss for (10 pts)

All Privateers can take Corrosive Grenades for (2 pts) each

All Privateers can take the Special Rule Unstable Mutation once for (2 pts) each



Hatchling Swarm

Spoiler:
When Lorths are born they are in a stage of growth called hatchling. All male Lorth pass through that stage as only females are born in a sub-adult phase. Hatchling Lorth emerge from egg grapes in large numbers and are barely a foot long. They have also very little in common with adult or sub-adult Lorths. In fact, for the longest time, humanity believed hatchlings to be an entirely different breed. Hatchling are covered in a chitinous exoskeleton and walk on all four limbs that ends in long and sharp claws the same size they would be on an adult Lorth. Their head is still very small, but their jaw and fangs are already at adult size too. They also have a tail that ends in a vicious hook. As a Lorth age, he will shed the carapace and adopt an upright fully bipedal. Lorth sterile males pass around the first four years of their lives in hatchling forms. Most of them don’t survive to the sub-adult stage. Lorth fertile male will spend around 10 years in hatchling form and are significantly larger if similar in appearance. These are never sent on the battlefield for they are far too valuable. Lorth Hatchlings are extremely voracious and aggressive creatures. In large groups, they can devour a grox in a mater of minutes and a human in seconds. It’s frequent for Lorth pirate fleets to have hundreds of thousand of hatchling in their hangars, ready to be thrown against an enemy. This makes their feeding easier and cull the weakest ones early on. In ship corridors a swarm of Lorth hatchling attacking is a terrible sight to see and almost unstoppable. Brood Mothers can produce thousands such hatchlings per year should she desire so and while they can serve no other purpose beside killing, they do soften resistance for adult Lorths which are more precious to their civilisation.

Hatchling Swarm: WS: 2, BS: 0, S: 3, T: 3, W: 3, I: 4, A: 3, Ld: 5, Sv: -, Pts: 15

Equipment: Teeth and Claws

Special Rule: Swarm, Bloodlust, Amphibious, Fleet, Rampage, Rending, Mother and Children

Mother and Children: Hatchling Swarms can use their bodies to protect her by forming a living shield. A Hatchling Swarm within 3” of a Brood Mother grants her a 4+ cover save, but all Hatchling within 12” of Brood Mother when she dies are also removed as a casualty automatically.

Unit Composition: 3-10 Swarms


Dedicated Transport

Black Hull Ship

Spoiler:
The Black Hull Ship is the most common transport craft of the Lorth and also their most popular, by far, war vehicle. This large skimmer floats thanks to a powerful Ethereal Flow Generator and Ion engines. Its shape gives it a look reminiscent of a sea jellyfish allows it a good manoeuvrability and an ease for its transported troops to fire at their target. The crew compartment is completely sealed unlike the transport compartment at the prow, but the later is protected by a force field that blocks incoming damage, but allows those inside it to shoot through it or pass through it. While not extraordinarily fast for an anti-grav vehicle, it does allow the Lorth piratical raids to be fast enough to outrun almost all ground vehicle. Its large transport capacity is necessary for Lorth prefer to fight in large numbers and need to carry prisoners as cattle for the slaughter. This make the destruction of these vehicle a priority for most of their enemies.

Black Hull Ship: BS: 3, Armor: F: 11, S: 11, R: 10, HP: 4, Pts: 120
Equipment: One turret-mounted Harpooner, Force Field

Special Rule: Skimmer, Fast, Open-Top

Transport Capacity: 20

Upgrade:

The Black Hull Ship can exchange its Harpooner for a Taranis Trident for (10 pts) or a Bomb Launcher for (15 pts)

Can take up to two extra pintle-mounted Reaper Skewer for (10 pts) each

The Black Hull Ship can take any Ship Modification for the appropriate cost


Fast Attack

Ravagers Coven

Spoiler:
Ravagers are a rare mutation of the Lorth genus created following the conquest and Slaughter of an entire world in honor to Khorne. Following the event, some Brood Mother, instead of giving birth to a normal clutch of sterile males produced a single massive bat-winged Lorth doted of even more strength than a sterile female and second in size only to a Brood Mother. These ravenous and bloodthirsty monsters proved to be incredible and naturally born fighters with an immense lust for blood tempered by an absolute obedience to their progenitor. Their simpler mind was vulnerable to the psychic influence of the Brood Mothers. Ravagers as they were to be known, are incredibly powerful and savage warriors capable of tearing apart an entire crew of Lorth Pirates and destroying vehicles thanks to their massive strength. Their large wings and typically sinuous and strong Lorth body makes them very agile flyers capable of catching enemy skimmers by surprise. Quickly, Brood Mother discovered a way to trigger the birth of a clutch of one to three Ravager at will and usually do so when times are getting lean and she needs a steady supply of blood to keep herself and her future brood healthy and strong. On the battlefield, they are shock trooper supreme, challenging entire squads of the enemy elite and assaulting by surprise from the sky unsuspecting troops. These terrifying monsters are fortunately relatively fragile compared to other creatures of similar size, but they do possess impressive regenerative abilities.

Ravager: WS: 4, BS: 3, S: 6, T: 4, W: 4, I: 4, A: 3, Ld: 7, Sv: 4+, Pts: 50
Favored Ravager: WS: 4, BS: 3, S: 6, T: 4, W: 4, A: 4, Ld: 8, Sv: 4+

Equipment: Light Chitine Armor, two Exsanguination Cutlass

Special Rule: Flying Monstrous Creature, Bloodlust, Amphibious, Rage, It Will Not Die

Unit Composition: 3-6 Flying Monstrous Creature

Upgrades:

One Ravager can be promoted to Favored Ravager for (5 pts)

The Favored Ravager can take a Mystic Eye for (15 pts)

The Favored Ravager can take a Shadow Micro-Generator for (20 pts)



False Daughter Coven

Spoiler:
False Daughters are sterile female lorth who fail to develop into First Daughters due to some reason be it disease, lack of good food or rececive gene that stunts their growth. It generally happens when if a Brood Mother tries to produce too many sterile females in quick succession. It takes a good deal of energy to create First Daughter as they are much more powerful then males both physically and spiritually. The very first False Daughters were created in the Times of Dreams when Liarch needed an army to take the fight to the Eldars. So many Brood Mother exhausted themselves to create First Daughters that a large proportion of them came out as False Daughters that Liarch was pleased to work with nonetheless. They earned their rather insulting name from the fact that they are significantly smaller then their normal sister. They are more comparable in size to fertile male, but are otherwise identical to First Daughter in physcial traits. They too are natural born fighters who will invariably spend their life learning how to fight and serving as high quality enforcer for their Brood Mother. Their smaller size comes with an advantage. While they aren't as powerful physically then the First Daughter, they are faster and more agile. This makes them very fleet of foot, on par with lithe species like Eldars against which they had their baptism of fire. Since they don't possess the strength of the First Daughter, they specialise in range weaponry more then in close combat though they are still very well trained in that domain. Their eyesight is incredible and they wield only the most sophisticated and powerful rifle available to the Lorth. On the battefield, they can serve as scouts, but more often as elite skirmishers. They work especially well with First Daughters by providing covering fire with pinpoint accuracy or leading enemy units into ambushes. Despite their smaller stature and their name, First Daughters consider them their equals on the battlefield, but the former still occupy a lower rank in the Lorth society. Sterile males are less affraid of them, which sometimes leads them to express their hatred toward them and get killed for it.

False Daughter: WS: 4, BS: 5, S: 3, T: 3, W: 1, I: 4, A: 2, Ld: 8, Sv: 3+, Pts: 35
Favored False Daughter: WS: 5, BS: 5, S: 3, T: 3, W: 1, I: 4, A: 3, Ld: 9, Sv: 3+

Equipment: Heavy Chitine Armor, Sanguinary Crossbow, Lesser Blades, Shrapnel Grenade, Corrosive Grenades

Special Rule: Bloodlust, Hypnotic Movements, Amphibious, Fleet, Hit and Run, Strike and Fade, Stubborn, Scout, Acute Senses

Strike and Fade: False Daughters are extremely swift and are experts at firing on the move, a style of combat they learned from Eldars in the Times of Dream and Shadows. With this, they can stike and move away before the enemy retaliate forcing it where they want before striking them dead. False Daughters can operate a run movement after shooting, but, of course, cannot charge in the same round.

Unit Composition: 3-5 Infantry

Upgrades:

One Last Daughter can be promoted to Favored False Daughter for (8 pts)

The Favored False Daughter can exchange her Lesser Blades for a Living Blade for (10 pts)

The Favored False Daughter can take a Blood Shield for (10 pts)

Any False Daughter can exchange her Sanguinary Crossbow for a Light Sanguinary Crossbow and a Taranis Shield for (free)



Reaper Squadron

Spoiler:
Reapers are a key asset of Lorth pirate fleets. These rather small and one pilot anti-grav vehicles are designed to breach bunkers, fortification walls or ship hulls at great speed and then stalk the corridors of these bunkers until all traces of resistance is exterminated. These vehicles are thus fast and suprisingly hard to detect. They are also very numerous. In a standard space battle, while the Eel fighter keeps the enemy in check, the Reaper Squadrons can move the the weak point of the enemy ship's hull to pierce it and gain access to its corridors and access tunnels. On a battlefield, they use the covering fire of the same assets to attack enemy artillery, bunkers and armor. In terms of appearence, the Reaper looks like some miniature version of the Kraken War Engine. It's central and spherical cabine is surrounded by four long, mechanical limbs who all end in corruscating blades capable fo piercing armors with ease. They can also inject corrosive gaz to accelerate their work. On the hull itself are fixed a pair of Blunderbuss that can finish the cutting work or transform an enclosed space into a charnel house. Some models though have exchanged them for Shrapnel Cannons, especially those employed in ground battle as they provide much more range. Any target cought in the embrace of these four limbs is quickly torn and split appart with little chances of survival. Only quick reaction can save the enemy from the blood harvest of these war machines as their armor remains modest and their size small.

Reaper: WS: 4, BS: 3, S: 5, Armor: F: 11, S: 10, R: 10, I: 4, A: 4, HP: 2, Pts: 115

Equipment: Reaper Scythes, Twin-Linked Heavy Blunderbuss, Shadow Field Generator

Special Rule: Skimmer, Fast, Rip Apart, Interceptor

Rip Apart: The Reaper Scythes works at their best in tandem. When all four of them connect with their target, there is little that can be done to stop them from cutting appart their prey. Should all four Reaper Scythe touch the same target, they count as making a single Strength D attack instead.

Interceptor: Reapers are fast flyers thanks to their anti-gravity engines. Though they weren't designed as such, they are capable of attacking flying units in close combat as if they were ground targets.

Unit Composition: 1-3 Walker-Skimmer

Upgrades:

Any Reaper can exchange its Twin-Linked Heavy Blunderbuss for a single Twin-Linked Shrapnel Cannon for (5 pts)

Any Reaper can take any Ship Modification for the appropriate cost



Frigate Squadron

Spoiler:
While Pirate and Corsair Crews place themselves in position and Black Hull Ships move around the battlefield, Lorth forces can really benefit from quick and intense fire support to weaken the enemy and deny him the protection of its tanks and artillery. This is the purpose of the Frigates. These vehicles are arrow shaped small over-gunned and extremely agile skimmers. The automated turret mounted at its back like a scorpion tail is equipped with one of the most potent and sophisticated anti-tank weapon of the Lorths and fixed on its hull right beneath the pilot seat are more anti-infantry or anti-armor weapons. Frigates are very lightly armored and count on their speed and the protection of the Shadow Field that hides the contour of their hull. Piloted by single and experimented Lorth Pirate First Mate, they represent an excellent support unit for their infantry and their larger and heavier vehicles. It’s not rare for a band of pirate to be accompanied by several Frigates such is their reputation amongst their forces.

Frigate: BS: 3, Armor: F: 10, S: 10, R: 10, HP: 2, Pts: 85

Equipment: Turret-mounted twin-linked Heavy Sanguinary Crossbow, hull mounted twin-linked Reaper-Skewer, Shadow Field Generator

Special Rule: Skimmer, Fast, Tank

Unit Composition: 1-3 vehicle

Upgrades:

Can exchange the hull mounted twin-linked Reaper-Skewer for twin-linked Taranis Rifle for (5 pts) or twin-linked Venom Jezzails for (10 pts) or Twin-linked Sanguinary Crossbow for (10 pts)

The Frigate can take any Ship Modification for the appropriate cost



Eel Fighter

Spoiler:
Lorths make use of flyers and space worthy fighters much like all other races. In fact, the swift attacks of the Lorth requires excellent flyers to obtain air superiority. To achieve this goal, they relyon the extremely aerodynamic, for it must also work underwater as well as air and total vacuum, Eel Fighter. It’s the bullet shaped flyer. The Eel Fighter is an extremely fast and powerful fighter designed mostly for pin point attacks on enemy fighter and ground armor. They aren't designed for dogfights as they they lack the agility of some other fighters, but compensate with an extremely high speed allowing them to strike when they want and try to destroy their target in one swope. Eel Fighters are very heavily armed and capable of destroying light vehicle with ease and even heavier ones provided they can manoeuvre on their flanks or are equipped with Heavy Sanguinary Crossbow which are designed to take out such vehicles. These weapons are precise and are primarily designed to take out other fighters which are rarely has heavily armed or as fast. Eel fighters usually operate independently and follow a doctrine of combat that is overly aggressive using their speed to take enemy flyers by surprise before turning their guns to the ground to relieve Lorth forces. Despite their low armor, Eel fighters can be equipped with various hull upgrade to make them more resistant to enemy counter-fire.

Eel Fighter: BS: 3, Armor: F: 10, S: 10, R: 10, HP: 3, Pts: 100

Equipment: Twin-Linked hull mounted Harpooner

Special Rule: Flyer, Supersonic

Unit Composition: 1 flyer

Upgrade:

The Eel Fighter can exchange its twin-linked hull mounted Harpooners for a Twin-Linked Heavy Sanguinary Crossbow for (5 pts)

The Eel Fighter can take an extra twin-linked hull mounted Harpooner for (20 pts) or a Twin-Linked Hevy Sanguinary Crossbow for (25 pts)

The Eel Fighter can take any Ship Modification for the appropriate cost


Murena Bomber

Spoiler:
Lorth thrive when their casualties remain light and, if possible, limited to disposable sterile males. This is even more true when fighting against unedible enemies for there is no feast and period of plenty after the victory followed by a rapid regeneration of the losses. To make combat against enemies like orks who are both vicious, numerous and yield no food, two strategies have been favored. Historically speaking, Lorths used to launch armies of sterile females, their most powerful and well equipped warriors, each more than a match even for the largest orks, to slaughter them and hoping they would sustain few casualties.While efficient, a new method was designed and relied on the overwhelming application of firepower from a mobile platform. Without engaging in close combat, the orks are much easier to defeat. To achieve such a goal, a new flyer was designed from the Eel Fighter built, the Murena Bomber, armed and designed for infantry support. Armed with Shrapnel Cannons and bombs, it can reduce light infantry into shreds with extreme speed. Some even replaced their Shrapnel Bomb for a ventral Bomb Launcher equipped with explosive charges designed to kill light infantry. The amount of shots fired by these flyers is such that even elite, well armored infantry can suffer a 1000 cuts death. Murena Bombers became essential part of the Lorth Fleet for even though its highly specialised, there is never a lack of infatry to scythe down. Some sterile male have argued that the picking up of the bloodied remnants of the enemy for extraction has became more tedious since their inception, but nobody cares about their opinion.

Murena Bomber: BS: 3, Armor: F: 10, S: 10, R: 10, HP: 3, Pts: 100

Equipment: Hull Mounted Twin-Linked Shrapnel Cannon, Shrapnel Bomb

Special Rule: Flyer, Bombing Run, Straffing Run

Unit Composition: 1 Flyer

Upgrades:

The Murena Bomber can take and extra hull mounted Twin-Linked Shrapnel Cannon for (20 pts)

The Murena Bomber can exchange its Shrapnel Bomb for a Bomb Launcher equipped only with Explosive Bombs for (5 pts)

The Murena Bomber can take any Ship Modification for the appropriate cost


Heavy Support

Filibusters Crew

Spoiler:
The most experimented and talented Lorth Pirates are frequently isolated to form a crew of more heavily armed and specialised pirates. These are called the Filibusters and they are the most deadeye sterile males. As such they are equipped with powerful cannons they drag around the battlefield with the help of a harness linked to their armors. Filibusters mission is to provide heavy firepower to their brethren who, in the ideal situation, will only have to collect the bodies of the fallen for food. Of course, this happens all too rarely and the Filibusters main mission is to weaken particularly powerful enemy units and destroy their tanks and bunkers. A full crew of them can easily pulverise any non-superheavy class vehicle with relative ease. In addition to this role, Filibusters are also used in defensive capacity, occupying Lorth’s fortresses in the occurrence these get assaulted. They are also used in the early stage of any boarding action to wash the enemy’s corridors with blunderbuss corrosive gas and shrapnel. Being stuck in a narrow corridor without cover facing the muzzles of several of these cannons is a nigh hopeless situation. Filibusters, despite their relatively advanced age are still perfectly combat ready thanks to a good training and the fact that sterile male Lorths don’t lose much capacity with age beside their capacity to process food efficiently. This makes Filibusters notoriously gluttonous. Their experience and the fact that their weapons make them targets for the enemy have led to them being more heavily armored than any other Lorth combatants beside First and Last Daughters.

Filibuster: WS: 3, BS: 4, S: 3, T: 2, W: 1, I: 4, A: 1, Ld: 7, Sv: 3+, Pts: 30
Filibuster Officer: WS: 3, BS: 4, S: 3, T: 2, W: 1, I: 4, A: 2, Ld: 8, Sv: 3+

Equipment: Heavy Chitine Armor, Venom Jezzails, Exsanguination Cutlass

Special Rule: Amphibious, Bloodlust, Hypnotic Movements

Unit Composition: 5-10 Infantry

Upgrades:

One Filibuster can be promoted to Filibuster Officer for (5 pts)

The Filibuster Officer can take A Shadow Micro-Generator for (15 pts) and/or a Vortex Trap for (25 pts)

Any Filibuster can exchange their Venom Jezzail for a Taranis Trident for (free), a Bomb Launcher for (5 pts), a Heavy Blunderbuss for (free)

The entire squad can take a Black Hull Ship as a dedicated transport



Kraken War Engine

Spoiler:
The Kraken War Engine is by far the most powerful and heavily armored vehicle in the arsenal of the Lorth if we make exception of its nearly mythical bigger brother the Leviathan. The Kraken War Engine is an extremely dangerous vehicle used to destroy enemy fortifications with ease. It possesses the most powerful cannons of the Lorth arsenal in the form of the Kraken Death Cloud and the Taranis Great Trident. Both these weapons are more than powerful enough to reduce even heavily armored tanks into rubble. At close range the Kraken War Engine truly earn its title. Its long and powerful tentacle-like arms can crush and pierce heavy armor with ease and at great speed. Their numbers and length also allows them to dispatch easily hordes of enemy fighters. No single Lorth actually pilot such war machine. They are piloted by the collective brain of several Lorths uploaded following their demise inside a psychic stone. This gives the Kraken the willpower of several indomitable Lorths and the knowledge of several of its best warriors. While slow compared to other Lorth vehicles, the Kraken War Engine is nigh unstoppable as it will destroy all obstacles that might block its path and its anti-grav technology makes it so that it can’t be slowed down by the terrain quality. Fortunately for their enemy these vehicles are rare and deployed only when facing a particularly well entrenched enemy. Should they be destroyed, the last thing they do is triggering a catastrophic collapse of their anti-grav generator to create for the span a of a few second a miniature black hole that will tear apart those around the carcass in the hope of dragging its killer with it. One would be wiser to fight these machines from a safe distance and with a heavy artillery.

Kraken War Engine: WS: 4, BS: 3, S: 8, Armor: F: 14, S: 13, R: 11, I: 3, A: 6, HP: 5, Pts: 240

Equipment: Six Crushing Tentacles, six arm-mounted Reaper Skewer, Kraken Death Cloud, Reinforced Chitine Plating, Vortex Trap

Special Rule: Skimmer, Heavy, Ignore Difficult Terrain, Ripping, Crushing and Devouring, Adamantium Will

Ripping, Crushing and Devouring: Kraken War Engine can crush, shred and burn with powerful discharge of electricity their targets thanks to their immensely powerful tentacles. Should the Kraken War Engine target a single enemy model in close combat and touch with 3 of its attacks, it can exchanges those three strength 8 attacks for a single strength D attack. Should it touches with all six attacks, it can exchange them for two strength D attacks.

Unit Composition: 1 Vehicle

Upgrades:

The Kraken War Engine can exchange its Kraken Death Cloud for a Taranis Great Trident for (20 pts)

The Kraken War Engine can take any Ship Modification for the appropriate cost



Black Hull Dreadnought

Spoiler:
The Black Hull Ship is by far the most common vehicle in the Lorth arsenal, but it has a cousin who is also very ubiquitous. While the former is known and used as a transport vehicle for pirate crews, the later is designed purely for combat and as replaced its vast crew compartment with a heavier armor, more weapons and more ammunition. The Black Hull Dreadnought thus display an impressive amount of firepower, more so than pretty much any vehicle in the Lorth arsenal beside the Kraken War Engine. Some models are even equipped a Taranis Great Trident for even more firepower. Thanks to their loadout, good armor and mobility, they make for extremely versatile tanks which can exploit with ease the weak points of the various vehicles of their enemy. Such powerful vehicles are bound to be symbols of pride for the rest of their army and will frequently be lavishly decorated with enemy corpses, spikes, runes, blessings and banners. Black Hull Dreadnaught aren’t numerous enough to operate in squadron but compensate this weakness by packing more firepower than most tanks their size. For the enemy these versatile, fast and resilient vehicles can be a nightmare to deal with. The most efficient technique remains the use of powerful, long range and precise anti-tank weapons like heavy lascannon turrets. Being skimmers, they are difficult to engage at short range with melta weapons which are favored by many armies, but have proven to be vulnerable to them when ambushed. Black Hull Dreadnought might extremely dangerous vehicles, but their small numbers compared to other vehicle of the same class also makes them vulnerable to be overwhelmed by numbers alone.

Black Hull Dreadnought: BS: 3, Armor: F: 12, S: 12, R: 11, HP: 4, Pts: 180

Equipment: Three turret-mounted Harpooners, Reinforced Chitine Plating

Special Rule: Skimmer, Tank, Fast

Unit Composition: 1 vehicle

Upgrade:

The Black Hull Dreadnought can exchange its three turret-mounted Harpooners for Heavy Sanguinary Crossbows for (5 pts), Venom Jezzails for (free), Taranis Trident for (5 pts), Heavy Blunderbuss for (free) or Bomb Launcher for (5 pts) each

The Black Hull Dreadnought can exchange one of its Harpooners for a Taranis Great Trident for (30 pts) or a Shrapnel Cannon for (5 pts)

The Black Hull Dreadnought can take any Ship Modification for the appropriate cost



Last Daughter Coven

Spoiler:
Much like the Ravagers, the Last Daughter are a rare and stable mutation of the genes of sterile females. This mutation first occurred amongst Brood Mothers who gave birth to sterile female clutches after feeding off Eldars or similarly highly psychic preys. A portion of this psychic might seemed to have infected the gestating sterile female and gave them a potent psychic potential. These females were born with strange sightless eyes upon which arcane powers seemed to be dancing and surrounding in an unpleasant aura that whispers for violence. While sterile females are known amongst Lorths to be a pale white, these ones are darker then the abyss making their ghostly eyes even more disturbing. Due to their late appearance and only amongst elder Brood Mothers, they gained the title of Last Daughters. Despite their apparent blindness, Last Daughters are still capable of sensing their environment almost perfectly through some unknown and unexplainable psychic sense. Despite these differences, Last Daughters are very much akin to their elder sisters and are born for war. They to have a natural talent and knowledge of warfare and an undying loyalty for their Brood Mother. The two types don’t follow the same battlefield role though. Where First Daughters operate as elite shock troops and bodyguards, Last Daughters operate as an elite support and reserve unit that works exceptionally well in tandem with each others. Their transfixing gaze can leave their enemy in a state of strange terror and haze while their aura, while unpleasant in normal circumstance, drives the natural bloodlust of Lorth to higher excess on the battlefield. They are armed with slightly equipment, discarding the dangerous Taranis Shield for Light Sanguinary Crossbow and Blood Shield for extra protection are afforded to them due to their rarity compared to other sterile females.

Last Daughter: WS: 4, BS: 4, S: 4, T: 3, W: 2, I: 4, A: 2 (3), Ld: 8, Sv: 3+, Pts: 60
Favored Last Daughter: WS: 5, BS: 4, S: 4, T: 3, W: 2, I: 4, A: 3 (4), Ld: 9, Sv: 3+

Equipment: Heavy Chitine Armor, Light Sanguinary Crossbow, Living Blade, Blood Shield, Shrapnel Grenade

Special Rule: Amphibious, Hypnotic Movements, Bloodlust, Stubborn, Adamantium Will, Bulky, Transfixing Gaze, Aura of Carnage

Transfixing Gaze: While completely blind, the gaze of the Last Daughter is doted of supernatural qualities. In their blank eyes, one can see an ancient evil that stirs beyond the veil. All enemy unit within 6” of the Last Daughter Coven lose one point of leadership, initiative and one attack to a minimum of 1. Units in the zone can attempt to resist this ability by succeeding a Deny the Witch test. Note that this ability is considered as having a Warp Charge value of 2. Any ability that affects only psykers can affect them. This ability is always active and requires no Warp Charge.

Aura of Carnage: Last Daughter are surrounded by a strange aura that makes all friendly Lorth units around them fight with a greater amount of fury and bloodlust as if Liarch herself was following them. All friendly Lorth units within 6” of the Last Daughter Coven gain an extra attack including themselves (already included in their profile).

Unit Composition: 3-6 infantry

Upgrade:

One Last Daughter can be promoted to Favored Last Daughter for (8 pts)

Any Last Daughter can exchange her Living Blade and her Light Sanguinary Crossbow for a Grand Cleaver for (free)

The entire unit can take a Black Hull Ship as a Dedicated Transport



Beholder Coven

Spoiler:
Beholders is the name given to a terrible creature who is the product of intense genetic manipulation by the Lorth of already severely mutated fertile male lorth hatchelings. Their form is so strange and specialised that no Brood Mother could conceive such a child naturally. The process to transform these mutated hatcheling, formerly doomed to be turned into food for their mother is complex and requires about as much science at it does sorcery. It's a long and difficult process that isn't without risks. Their shape must be altered, their mind re-written and their psychic potential nurtured. Most will not survive the growth and transformation process which can take up to a decade. Those who will are transformed in strange creatures. They are floating lightly above ground thanks to their telekinetic powers are doted of dozens of tentacles surrounding a massive head equipped with a sophisticated cyclopean eye. This eye is the source of their power. It's more accurate then any detection system developped by the Lorth. It can even perceive the ebb and flow of the Warp and peer into the near future. Many smaller tentacles end in smaller version of such eye that gives it a 360 degree vision and an immense precision. Those eyes can project psychic bolts. The large central one emmits powerful a powerful one that can destroy a tank or buildings while the smaller one a volley of light bolts capable of killing infantry like scythe cuts weat. These creatures are doted of an immense intellect only exceeded by Brood Mother themselves. They can only communicate telepathically and feed of the souls of their victims in a way not unlike that of Soul Eaters. Beholders only obey to Brood Mothers or an Avatar of Liarch and with an unwavering devotion. They consider themselves above other Lorths and will obey Dreadlords only if they received the specific instruction to do so by their Brood Mother. On the battlefield, Beholders are incredibly dangerous for their psychic abilities allow them to decimate the enemy's rank. Their eyesight and accuracy is such that it's almost impossible for them to miss their mark. Those psychic bolts have been seen to change drection to hit their target and no cover is good enough to hide from their sight while no speed is to great to fool it either. The only way to stay alive is to kill them before they kill you. Fortunately, they are rare and not particularly well protected by their armor.


Beholder: WS: 2, BS: 10, S: 3, T: 4, W: 3, I: 4, A: 2, Ld: 10, Sv: 4+, Pts: 95

Equipment:Light Chitine Armor, Hooks and Claws, Eyes of the Beholder, Magnus Eye

Special Rules: Amphibious, Adamantium Will, Psychic Shield, Death Gaze, Ignore Difficult Terrain, Very Bulky

Psychic Shield: Beholders emmit a field of energy that allows them to move with grace and speed through the air as if it were the water in which they are used to swim. It also provides them with a powerful force field that can deflect dangerous blows with ease. This shield provides them with a decent amount of protection against enemy firepower while they take aim and destroy their targets. It provides the Beholder with a 5+ invulnerable save. All weapons and abilities that target psykers can also target Beholders.

Death Gaze: Beholders eyesight is a thing of nightmare and legend. Nothing can escape their gaze. Should their sight falls on an enemy, death is almost sure to follow. All ranged attacks by Beholders ignore cover and Invisibility. It can also target flyers just as well as ground based targets. They make Precision Shot on a 4+.

Unit Composition: 1 to 5 (Infantry)

Upgrades:

Any Beholder can exchange its Light Chitine Armor for a Heavy Chitine Armor for (20 pts) each



Lords of War

Avatar of Liarch

Spoiler:
The Supreme weapon of the Lorth civilisation, usually used only in the direst times. An Avatar of Liarch is the literal and physical reincarnation of the Lorth goddess of war, bloodshed and art. While not Avatar of Liarch ever quite reached the strength of the very first one, born from Cthrulla herself when the Eldars were poised to exterminate their race, the most recent ones remain some of the most powerful individuals in the entire galaxy. Few can stand before them and survive more than a few second. Their ten feet tall lithe and muscular body is strongly reminiscent of those of First Daughters, her skin so pure and white it seems to radiate of a cold light, her vibrissae reaching her legs and in her blood red eyes, an overwhelming and maddening vision of power and bloodlust than no mortal can grasp. Avatars of Liarch seldom live long. They either die or disappear in strange circumstances shortly after the crisis that saw their birth is passed. To produce an Avatar of Liarch, an Elder Brood Mother must cleanse herself, sacrifice fresh preys in large amount to the altar of Liarch, drink the blood of powerful psyker and while entranced by this consumption, focus all her will in the desire to produce the most powerful sterile female possible, should she have done enough and the situation dire enough, Liarch might deign slip a tentacle through the veil of her hiding residence and incarnate herself within that single First Daughter. Avatars of Liarch are powerful leaders who command instant obedience from all Lorth and gain a level of adoration that supersede that of Brood Mothers from sterile females who see in her all they wish they could and should be. The disdain of the Avatars for sterile male is such that they will never debase themselves into addressing one of them. Avatars of Liarch are almost always doted of the same personality and many Lorths are genuinely curious to learn more about one of their mysterious goddess. Liarch, being much younger and weaker than Krulth, is thought to be more personnable, but her Avatar seldom take enquiries on her with good grace. She concerns herself almost exclusively in war and will sometime turn against her own people should the enemy proved to be too weak for her. This, and the high chance of an Elder Brood Mother dying giving birth to the Avatar makes them a rare sight. Only one Avatar of Liarch can exist at any given time. Trying to birth one while another is already active turns the entire process into a catastrophic warp ritual that can swallow an entire countryside in a blast of raw warp energy.

Avatar of Liarch: WS: 10, BS: 5, S: 6, T: 5, W: 4, I: 8, A: 6, Ld: 10, Sv: 3+, Pts: 300

Equipment: Blood Armor, Living Blade of Liarch, Mastercrafted Taranis Shield

Special Rule: Monstrous Creature, Eternal Warrior, Adamantium Will, Amphibious, Bloodlust, Crusader, Hypnotic Movement, Aura of War, Gaze of a Goddess

Aura of War: The Avatar of Liarch stimulate all friendly Lorth surrounding her to great display of heroism and violence. All units within 12” of her gain a bonus of +1 in WS and the Zealot Special Rule. Furthermore, all units of First, False and Last Daughter within the same zone also gain the Preferred Enemy (all) Special Rule.

Gaze of a Goddess: The Avatar of Liarch gaze is terrifying even for Lorths to behold. For her enemies it’s quite simply maddening. All enemy units within 12” of the Avatar of Liarch lose two points of leadership.

Unit Composition: 1 (unique monstrous creature)

The Living Blade of Liarch: This artefact was a sword forged under the instruction of Cthrulla for the very first Avatar and was further enchanted by the psychic might of the Avatar. It can project bolts of psychic energy and rob the very soul of the creatures it kills. It has the following profiles: Range: 18, S: 5, AP: 2, Assault 3: Range: -, S: -, AP: 5, Fleshbane, Armorbane, Life Sealing (all rolls to wound of 6 cause instant death)

Warlord Trait: An Avatar of Liarch must always be the warlord of your army if she’s deployed. She has d3 warlord traits from the Lorth list.



Sorrokis the Wicked

Spoiler:
Sorrokis the Wicked is the second most famous and powerful Brood Mother in Lorth history. She’s also one of the most ancient and still alive to this day. While she is but an infant next to the eons old Cthrulla, Sorrokis is by all measure ancient. Her birth pre-dates that of the Imperium and she has shaped profoundly Lorth history and culture. If Cthrulla always was a strange mystique, lost in the exploration of the Warp and the Void amongst other things, Sorrokis was known to be a cunning politician and a genius inventor. Many weapons and artefact of the Lorth owe their origin from her genius mind. She created the first Leviathan and Kraken War Engine and perfected the Force Shield technology of the Lorths, but also the first set of Blood Armor. Sorrokis inventive genius also had other applications. Her palace, the Yellow City is known to be a fearsome moving labyrinth in which those greedy enough to attempt to steal her secret can be lost for the rest of their lives and turned mad by its bizarre architecture. A rare thing for a Brood Mother, she is an accomplished musician and loves to play the organ and she has designed several models, some of which who plays notes that only certain races or even only psyker can hear. Her devious mind makes her a fearsome tactician and a shrew politician. Of all the Brood Mothers she was one of the few who recognised immediately the threat posed by the Imperium and she would become instrumental in the Lorth’s survival. She was the one to devise the two prong attack that would stall the crusader forces. She crafted the Blade of Vengeance, the weapon that nearly killed the Khan himself. Sorrokis, unlike Cthrulla, has a desire to rule the Lorths and has a vision for their future beyond that of predators, pirates and raiders. She wants the see the Lorth dominate the galaxy and transform all the other races in sacrifices for their dark and hungry gods or in chattel for themselves. She doesn’t want them to go about this like they did in the past, almost randomly, counting on visions from their deities to launch their assault. She has a methodical plan of growth and invasion prepared down to the spreading of cults and propaganda favorable to them within their future targets. Sorrokis came close to achieve her goal of ruling the Lorth, profiting of Cthrulla century long coma, during the Covens War. Now that Cthrulla has left the Lorth Dominion, her ambition to rise as their supreme leader has been resurrected.

Sorrokis the Wicked: WS: 4, BS: 4, S: 7, T: 7, W: 8, I: 3, A: 5, Ld: 10, Sv: 6+, Pts: 540

Equipment: Clawed and barbed massive tentacles, Chitinous Skin, Golden Shield, two Sanguinary Stones, One Carmine Crystal, The Yellow Cloak

Special Rule: Bloodlust, Amphibious, Monstrous Flying Creature, Fear, Brood Mother, Great Mastermind and Mother, Ripping and Crushing, Feel No Pain (5+), Psychic Mastery 5, True Psychic Abomination

Brood Mother: Sorrokis can birth Lorths whenever she feels the need to, even on the battlefield. Each round, she isn’t engaged in close combat and provided she doesn’t move or charge, roll a d6 and add the same number of Hatchling Swarms. Of course she cannot use such an ability if she is flying. These Hatchlings must be deployed within 3” of Sorrokis and cannot move during that round, but can run or charge. From that point on, they are an independent unit.

Great Mastermind and Mother: All units within 18” of Sorrokis are filled with bravery and furor. They gain the Feel No Pain (6+) and Preferred Enemy (all) Special Rule. Should Sorrokis be killed all Lorth units must pass a leadership test and lose one model, no matter how many wounds they have, for each point by which the test was failed. Furthermore, all units will lose one point of leadership prior to passing the aforementioned test. Sorrokis must be the Warlord of your army,

Ripping and Crushing: Sorrokis tentacles are powerful and dangerous. Should she get a solid grip on a prey, they can crush and rip apart their preys with great ease. Should the Brood Mother target a single enemy model in close combat and touch with 3 or more of her attacks, her close combat attacks gain the Fleshbane and Armorbane Special Rule.

True Psychic Abomination: The Sorrokis is a massively powerful psyker. She ignores peril from the warp on a 3+ and generates Warp Charge on a 3+. She can select her psychic powers from the following discipline: Bloodmancy, Biomancy, Divination and Telepathy

Unit Composition: 1 Flying Monstrous Creature

The Yellow Cloak: Sorrokis body is covered by a long golden cloak that looks almost liquid in nature. The cloak itself is made of psychically infused tissue, but its function is purely aesthetic. It dissimulates a powerful anti-grav generator and jump pack that allows Sorrokis to fly at great speed as if she was swimming in an ocean of air. On ground, a Brood Mother of her size would look cumbersome and slow, but in the water or the air, she looks like a deadly, elegant and fast monstrous squid-like humanoid giant. It confers the Flying Monstrous Creature Special Rule to Sorrokis

The Golden Shield: Sorrokis is genuinely afraid for her life hence the formidable defense of her lair and the creation of a more powerful force field to protect her. The Golden Shield confers a 4+ invulnerable save to Sorrokis in addition to granting her the Special Rule Stealth thanks to its shimmering pattern.


Relics of the Ancients

Spoiler:
The Skull of Durthralla: The crystallised and highly psychically charged skull of Durthralla, the younger sister of Cthrulla herself and slain by her elder in duel over the rule of the Lorth in their antiquity. It contains such power it can vaporise almost anything. It’s also a very sought after as a symbol of power. It’s a weapon with the following profile. Range: Template, S: 8, AP: 3, Assault 1, Torrent. It also raises the psychic mastery of the bearer by one or grants a mastery of one to a non-psyker and allows him to select its power from the Bloodmancy discipline. (45 pts)

The Storm Trident: An ancient trident crafted by Sorrokis herself for her Dreadlord and mate Qruhil the Scared. This powerful weapon is half sorcery and half technology. It has the following profiles: Range: 24, S: 6, AP: 4, Assault 1, Large Blast, Haywire, Range: -, S: +2, AP: 3, Haywire, Requires two hand. (cannot be taken by a Brood Mother)

The Rod of Command: A scepter built from the bones of slain Space Marine mounted by the skull of a Librarian killed during an early Blood Crusade. It’s a powerful symbol of power and prestige. All units within 12” of the bearer gain the Fearless Special Rule. All Space Marine gain the Hatred Special Rule against the bearer of the relic. (30 pts)

The Blood of Krulth: A small vial that hold a strange liquid hallway between blood and raw Warp energy. Collected by Cthrulla herself, it’s the last drop of blood that Krulth herself fed her. Any Lorth who simply put their lips on the liquid transform for a few second in a warp fueled juggernaut of violence at the risk of their own lives. The user can ingest the content of the vial at the beginning of the round and gain the following bonuses: +3 S, +3 T, +3 W, +3 A, Beast, Zealot, Rampage, Smash, Eternal Warrior and Fear Special rule for a single round after which they lose 1 wound from their original number. (20 pts)

The Divination Bones: These small object carved with psychic runes were built in ancient times from a powerful Eldar psyker bones. With it, a Lorth psyker can gain tremendous divination powers useful in warfare. Select d3 units from the same detachment than the bearer. These units gain the rule Scout. Furthermore, the bearer can steal the initiative on 5+. (25 pts)

The Wraith Armor: An armor made out of the sacrificed of 20 Soul Thieves to create a Blood Armor of immense power. The object was created by Sorrokis herself. The bearer gains a 3+ invulnerable save and can move 12” and ignores all difficult or impassible terrain. (30 pts)


Ship Modifications

Spoiler:
Reinforced Chitine Plating: Increases the Armor Value of all the vehicle sides by 1. (20/30 pts)

Shadow Field Generator: Gives the Special Rule Conceal to the vehicle against all attacks made at more then 12”. (20 pts)

Black Sails: Allows all Lorth to re-roll fail moral saves within 6” of the vehicle. (15 pts) (cannot be taken by the Eel Fighter)

Pintle Mounted Blunderbuss: Provides the following weapon for (15 pts) (Black Hull Ship and Black Hull Dreadnaught only)

Blood Reserves: Provides to all Lorth embarked in the vehicle their first bonus of Bloodlust. (20 pts)

Sonic Emitter: All enemy units attempting to attack the vehicle must pass a toughness test or lose one attack to a minimum of 0. (10 pts)


Lorth’s Arsenal

Spoiler:
Blood Shield: A power generator built on the crystallised brain of psychic Lorth. It confers a 4+ invulnerable save to the bearer.
Force Field: A power field that protects a vehicle transport compartment without impeding its cargo. It allows the vehicle to ignore the malus of Open-Top when it’s damaged without loosing its advantages.
Ethereal Flow Generator: A psychic power generator that allows a creature to fly like if she was suspended in ethereal water. The model can move as if it possessed a Jetpack.
Ethereal Wave Generator: A psychic power generator that produce a wave of energy that can send a lorth flying at great speed over a short distence. The model can move as if he possessed a Jumpack.
Shadow Micro-Generator: A small portable generator that generates a small zone of darkness around the bearer. It grants the bearer and any unit with it the Stealth Special Rule and Defensive Grenades.
Vortex Trap: A small black hole generator that activates when its bearer is killed. Should the model with a Vortex be killed by a weapon that didn’t caused Instant Death, it can elect to activate the Vortex Trap. Should it do so, remove the model and place the large blast marker centered on its position. It inflicts a single S: 10, AP: 1 wound to all model touched by it, friends or foe. Those casualties are considered to know who won a combat.
Elixir: A variety of strange potions that can grant a Lorth one of the following bonus for the rest of the game: Rampage, +1 Strength, Feel no Pain (5+), Maximum run and charge distence.

Mystic Eye: a psychic pearlescent stone imbedded in a Lorth skull to serve as an extra eye. It hypnotises the enemy and can project a powerful but short range ray of psychic energy. It reduces the initiative of all enemy units in close combat with the bearer by 1 and has the following profile: range: 12, S: 5, AP: 1, Assault 1, Armorbane
Sanguinary Stone: a psychic stone capable shooting powerful bolts of psychic energy: range: 18, S: 5, AP: 3, Assault 3
Carmine Crystal: a psychic stone capable of producing powerful psychic flames: range: template: S: 6, AP: -, Assault 1
Light Sanguinary Crossbow: an esoteric long pistol that fires psychic bolts with unnerving precision: range: 18, S: 5, AP: 3, Pistol, Lance, Pinning
Sanguinary Crossbow: an esoteric precision rifle that fires psychic bolts with unnerving precision: range: 30, S: 6, AP: 3, Rapid Fire, Lance, Pinning
Heavy Sanguinary Crossbow: an esoteric light canon that fires a powerful psychic bolts with unnerving precision: range: 48, S: 9, AP: 1, Heavy 1, Lance, Pinning
Eyes of the Beholder: six tentacles ending with red crystaline eye that can produce blasts of psychic energy: range: 30, S: 4, AP: 4, Assault 6, Pinning
Magnus Eye: the central red eye of the Beholder can fire much more powerful blasts of psychic energy that can tear appart even vehicle: range: 30, S: 8, AP: 2, Assault 1, Pinning

Light Skewer: A small hand weapon that fires a razor sharp barbed dart: range: 12, S: 3, AP: 5, Pistol
Brace of Light Skewer: A brace of Light Skewer making reloading optional: range: 12, S: 3, AP: 5, Pistol, Fires three times per turn
Skewer: A rifle shooting long razor sharp barbed arrows: range: 18, S: 4, AP: 5, Assault 1
Reaper-Skewer: A rifle shooting long razor sharp barbed arrows at extreme speed: range: 18, S: 4, AP: 5, Assault 4
Harpooner: A cannon firing a large razor sharp spear at extreme speed and rhythm: range: 36, S: 8, AP: 4, Heavy 3
Shrapnel Cannon: A cannon firing an enormous quantity of razor sharp darts: range: 36, S: 4, AP: -, Heavy 10

Light Venom Spitter: A pistol shooting a projectile coated in acidic venom: range: 12, S: X, AP: 5, Pistol, Poison (4+)
Brace of Light Venom Spitter: A brace of Light Venom Spitter making reloading optional: range: 12, S: X, AP: 5, fires three times per turn
Venom Spitter: A long rifle shooting at fast rate projectiles coated in acidic venom: range: 12, S: X, AP: 5, Assault 4, Poison (4+)
Venom Jezzails: A light and very precise canon firing an anti-armor ammunition covered in acidic venom: range: 60, S: X, AP: 2, Heavy 1, fleshbane, armorbane

Taranis Shield: A shield that can emit a short range but powerful electrical pulse. Range: 6, S: 6, AP: 5, Pistol, provides an extra attack in close combat and a 5+ Invulnerable save
Taranis Rifle: A rifle that can concentrate and emit a high power electrical pulse at long range: range: 30, S: 5, AP: 5, Rapid Fire
Taranis Trident: A powerful light cannon that fires in rapid staccato high power electrical pulse: range: 30, S: 5, AP: 5, Heavy 3, Haywire
Taranis Great Trident (ray): A powerful and massive cannon emitting a massively powerful electrical pulse or ray: range: 48, S: 10, AP: 2, Heavy 1, Haywire
Taranis Great Trident (pulse): A powerful and massive cannon emitting a massively powerful electrical pulse or ray: range: 48, S: 6, AP: 5, Heavy 1, Large Blast, Haywire

Light Blunderbuss: A short one handed rifle that fires a cloud of small projectile, but also corrosive gas in a cone in front of it: range: template, S: 4, AP: 6, Pistol , Corrosive (considers armor value as two points lower when shooting a vehicle)
Blunderbuss: A large, stocky rifle that fires a cloud of small projectile, but also corrosive gas in a cone in front of it: range: template, S: 5, AP: 5, Assault 1, Corrosive (consider armor value as two points lower when shooting a vehicle)
Heavy Blunderbuss: A small man portable cannon that fires a cloud of small projectile, but also corrosive gas in a cone in front of it: range: template, S: 6, AP: 4, Assault 1, Corrosive (consider armor value as two points lower when shooting a vehicle)
Kraken Death Cloud: A powerful cannon hidden in the mouth of the Kraken War Engine. It spews a cone of viciously corrosive gas charged with metal shrapnel: Range: template, S: 8, AP: 3, Assault 1, Corrosive (consider armor value as two points lower when shooting a vehicle)
Shrapnel Grenade: a simple grenade that explode in a cloud of small metal fragment: range: 8, S: 3, AP: 6, Assault 1, Blast
Corrosive Grenade: a grenade that explode in a cloud of viciously corrosive gas: range: 8, S: 5, AP: 5, Assault 1, Blast, Corrosive (consider armor value as two points lower when shooting a vehicle)
Bomb Launcher (Corrosive): a cannon that launches powerful explosives, corrosive grenades and anti air grenades Range: 36, S: 6, AP: 4, Heavy 2, Blast, Corrosive (consider armor value as two points lower when shooting a vehicle)
Bomb Launcher (Explosive): a cannon that launches powerful explosives, corrosive grenades and anti air grenades: Range: 36, S: 4, AP: 6, Heavy 2, Large Blast
Bomb Launcher (flakk): a cannon that launches powerful explosives, corrosive grenades and anti air grenades: Range: 36, S: 7, AP: 4, Heavy 4, Skyfire
Shrapnel Bomb: a powerful explosive that detonates with tremendous strength: Range: -, S: 8, AP: 3, Ordonance 1, Large Blast

Exsanguination Cutlass: A razor sharp and jagged saber: range: -, S: -, AP: 5
Coruscating Exsanguination Cutlass: a razor sharp and jagged saber surrounding by a coruscating field of energy capable of rending armors like paper: range: -, S: -, AP: 3, shred
Exsanguination Spear: a razor sharp and jagged spear: range: -, S: +1, AP: 5, requires two hand to use
Poisoned Blade: a blade coated in vicious and virulent poison: range: -, S: -, AP: 5, Poison (2+)
Venomous Bladed Whip: a long bladed whip coated in venom: range: -, S: +1, AP: 4, Poison (2+), Swiftstrike (+1 to Initiative)
Grand Cleaver: A massive saber surrounded by a coruscating energy field capable of killing multiple enemy in a single swing. Range: -, S: X2, AP: 1, Unwieldy, Armorbane, Cleaving (each model killed with this weapon generates an extra attack; these extra attacks can’t generate other attacks), requires two hands to use
Blood Staff: A long staff made of pure Chitine infused with psychic blood: range: -, S: +2, AP: 4, Force, requires two hands to use
Blood Sword: A long sword made of pure Chitine infused with psychic blood: range: -, S: +1, AP: 3, Force
Red Harvest: A massive blade made of raw psychic energy centered on a Chitine Core: range: -, S: X2, AP:1, Force, Get’s Hot, requires two hand to use
Living Blade: A longsword made of pure Chitine and infused with psychic energy to make it more potent: range: -, S: -, AP: 5, Fleshbane, Armorbane
Lesser Blades: A pair of short swords made of pure Chitine that can slice through flesh and armor with ease: range: -, S: -, AP: 5, Shred, Paired Weapon (+1 attack)
Death Blade: A short stiletto like sword made of pure Chitine and infused with psychic energy to make it more potent: range: -, S: -, AP: 2, Swiftstrike (+1 to Initiative)
Reaper Scythe: A long blade attached to the arm of a Reaper. They are designed to cut through armor like it were butter: range: -, S: -, AP: 2

Twin-Skin Armor: A soft second skin like armor made for stealth: 5+ armor save
Light Chitine Armor: A very efficient fully enclosed segmented armor: 4+ armor save
Heavy Chitine Armor: A heavier version of the Light Chitine Armor: 3+ armor save
Light Blood Armor: A light armor made of purer Chitine infused with psychic infused blood: 5+ invulnerable save
Blood Armor: An armor made of purer Chitine infused with psychic infused blood: 3+ invulnerable save


Ally Matrix

Spoiler:
Battle Brothers: The Lorth Pirates and Raiders
Allies of Convenience: Chaos Daemons, Chaos Space Marine, Lost and Damned, Dvergar of the Iron Crown
Desperate Ally: Dark Eldar, Orks
Comes the Apocalypse: Tyranid, Genestealer Cult, Forces of the Imperium, Craftworld, Harlequin, Vyrkanyi Republic, Geth’Ran Nomad, Necron

This message was edited 35 times. Last update was at 2019/07/12 23:42:28


 
   
 
Forum Index » Dakka Fiction
Go to: