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Made in ca
Shas'ui with Bonding Knife





Eh, with WS5->WS4 17 points may be too much. A large chunk of their effectiveness comes from that 'oomph' they get from hitting on 3's.

Why wouldn't a unit be able to disembark into dangerous terrain 0_o?

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in cn
Flashy Flashgitz






China

How about WS 4 and back down to 14?
They have been arena fighting since they were 4 years old...so WS 5 isn't out of the question.
I'll mull it over, either way Beasts are WS 5.
You're also right, after looking it over the current wording for the Lander, I must have also been asked that question before, which is how the wording came to be as is. So unless it is impossible to place all of the models within 2" of the original point of landing, regardless of dangerous or difficult terrain, they will still be placed. Just suffer the hits and any other penalties applied. (i.e. pinning.)

Sometimes I forget how certain things came to pass. Like the Raiders were orignally WS 4, and 14 points, then after writing the fluff I buffed them to WS 5, but didn't change the points. I'm reminded of this now.

What would you say is better, WS 4, 14 pnts, or WS 5, 17pnts??

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in ca
Shas'ui with Bonding Knife





Eh, fluffwise remember that it's hard to justify WS5 without going over the heads of space marines.

At 14/17ppm... yeah, alright I can see Raiders being fine. I can't find anyone to playtest this with or I would. I'd prefer them 14ppm/WS4.

Pit your chainsword against my chainsw- wait that's Heresy. 
   
Made in cn
Flashy Flashgitz






China

14pnts WS 4 it is.

“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

THE PROTECTORATE

anyways, unit choices I need help with. I would post Serizian Dragons, or even Stone Breakers, for people who wanted to field them. Serizian Dragons would be the size of a drake sized model, which I think Fantasy or Forge World may have some. Stone Breakers would be Eruptors, with a casing over the riding and two half-sized artiller cannons on the side with a cart behind it connected carrying the battery and/or the shells for said cannons.
I'm not going to post them yet, you are free to yell at me for building it up and then not doing it.

Here is where I need help. Point costs, wording, possibly destroying or changing some of the psychic powers listed...etc...

The HQ choice,
Priestess of Alliyah ...35pnts
Type: HQ/ Infantry
Composition: 1-3 Priestess of Alliyah and/or 0-6 Alliyah's Guards

WS 3 BS 3 ST 3 T 3 W 1 I 4 A 1(2) LD 9 SV 5++

Wargear: Garments of Alliyah, Godess's Staff, though they do not carry one, they are treated as having an Alliyah's Banner.

Garments of Alliyah: 5+ invulnerable save, 2+ versus psychic attacks. (This includes any wound caused via psychic power caused by an enemy.)
Godess's Staff: +1 A, Force Weapon

Special Rules: Claimant, Psyker, Priestess's Casting

Priestess's Casting: All Priestess of Alliyah in one unit must choose to use the same psychic power. They use the highest leadership amongst the priestess's casting. Independant Chracters may not join this unit. The effects of said psychic powers will change according to how many priestess's are in a unit casting said power, as listed in the details of each power. Only one power may be cast by the unit a player turn unless they have an ancients scroll in which case a second is allowed with the negative to leadership applied as per the scrolls rules.

A Priestess of Alliyah may be accompanied by up to two Alliyah's Guards. (Thus 3 may be accompanied by up to six.)

Psychic Powers: (non-upgraded)

Spoiler:
Rejuvinate: Used instead of moving. For each priestess in the unit, a friendly Dwellar model within 6" regains a wound. This cannot be cast on the same model by another unit in the same turn.


Wargear Upgrades:
Spoiler:
The unit may take one
Artifer's Charm... +15pnts
Ancient's Scroll... +10 pnts
One Priestess of Alliyah per army may take a...
Allyah's Orb... +1 wound, +1 Leadership. Enemies targeting this unit must take a leadership test with 3 dice, failure means they cannot target them. You must take the test before checking distance, and may choose another target after failure...+35pnts


The unit may choose to take up to two more psychic powers, each power that is purchased is given to each priestess in the unit.

Psychic Power Upgrades:
Spoiler:
Distortion: For each priestess in the unit, an enemy unit within LOS of a priestess in the unit has -1BS. This power may be used at the beginning of any shooting phase, and lasts until your next turn. ..+5pnts
Sanctuary Chant: Used during your shooting phase only. Friendly Dwellar models within 1d6" for each Priestess in a unit. (Up to 3d6") may re-roll failed saves. ...+10pnts
Pure Ressurection: Used during your movement phase instead of moving. Only effects one wound models that were part of a unit. For each Priestess a single wound model that was removed from play within 6" may be returned to play and re-attached to their unit, whether it be in combat, pinned, or in a transport. ...+25pnts
Aura: Used during any phase, any turn. +2 WS and +2 Initiative to the Priestess's in this unit. A +1 to their Invulnerable save for each Priestes in the unit. (Up to 2++) Lasts one player turn. ...+20pnts
Breaking Will: Force one unit within LOS of a priestess in the unit to re-roll succesful morale checks, psychic checks and any check using the leadership score, Subtract one from that units leadership for each priestess beyond the first for their re-roll. (Up to a -2) Used during any players turn, any phase ...+10pnts
Wrath Unto the Wicked: Counts as a Shooting Attack and a Psychic power. Has the following profile. Rng 18" ST 3 AP 1 Assault 2D3. Add an additional 1d3 to the assault for each Priestess beyond the first. (Up to 4d3) ...+20pnts


There is one upgradable Special Character to this unit, so sorting out the powers and the costs is important to me making the cost of said Special Chracter. Thanks for any and all help Dakka. Keep it civil when pointing out anything that may be OP. I'll notice it as soon as you say, right now I'm blinded by my affection for the fluff of the unit.

This message was edited 3 times. Last update was at 2012/06/12 17:16:34


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

Alliyah's Guard ...20pnts a model
WS 4 BS 4 ST 3 T 4 W 1 I 5 A 2 Ld 10 Sv 4+
Type: Infantry/ BodyGuards
Unit Compisition: 1-3 Priestess of Alliyah/ 1-6 Alliyah's guard

Wargear: Baptized Blade, Baptized Armored Cloak

Special Rules: Fearless, Priestess's Guards, Counter-Attack

Preistess's Guards: All wounds allocated to the unit Alliyah's Guards are in, must be re-allocated to any Alliyah Guard that has not fallen. Wounds cannot be allocated to the Priestess's of Alliyah as long as even one Alliyah's Guard remains. (This does not effect Perils of the Warp. It does effect Psychic powers that remove models. If a test is made to remove a priestess, instead take the test with a remaining Alliyah's guard, and that model will be removed in the Priestess's place.) In addition, when Alliyah's Priestess's cast Aura and an Alliyah's Guard is part of said unit, the guards in said unit gain +1 WS, +1 ST, and +1 I.

Wargear Upgrades:
Any model may swap their Baptized Blade for a...
Baptized War Sword ...+10pnts
Any model may take...
Helm of Alliyah ...+15pnts

Breakdown of new equipment rules:
Spoiler:

Blade: CCW
Armored Cloak: +4 armor save.
War Sword: All wounds caused by this weapon are treated as double for purposes of resolving conflict.
Helm of Alliyah: Roll a 1d3 at the start of the game and apply the result to all models with this helm.
1= +1 wound
2= 5+ invulnerable save
3= Both a +1 wound and a 5+ invulnerable save

BAPTIZED WEAPONS AND ARMOR (this bit would be located before the unit breakdown with wargear breakdown stuff in the codex.)

Baptized Weapons: A model with a baptized weapon may take a psychic test to treat this weapon as a power weapon.
Baptized Armor: A model with baptized armor may take a psychic test to give this armor the ability to treat wounds in CC as if they are all caused by AP 6 weapons. (No exceptions.)
Psychic tests follow the usual psychic power rules for these weapons and armor, and only one such power can be used per player turn. Baptized psychic powers must be rolled for before the movement phase begins., and perils of the warp is thus possible.

This message was edited 4 times. Last update was at 2012/06/12 17:14:52


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

Troop Choice

Watchmen ...14pnts
WS 3 BS 4 ST 4 T 4 W 1 I 3 A 1 Ld 8 Sv 3+
Unit Type: Infantry
Composition: 5-10 Watchmen

Wargear: Protectorate rifle, Protectorate armor, light boom stick, flare marker

Special Rules: Counter-Attack

New Wargear Breakdown:
Spoiler:
Protectorate rifle: Rng 32" St 4 Ap 5 Assault 1, also counts as a CCW (It's an axe/gun, handle is the barrel and just under the blade is the clip, when fighting, turn it around, use it as an axe.)
Flare marker: Use instead of another gun. This model fires a flare. Rng 30" St - Ap - Assault 1 place a blast marker over the intended unit, scatter 1d6 without subtracting BS from scatter. All models under the blast template suffer a -2 to their cover saves, and cannot be treated as having night fighting rules unless granted so by a psychic power. Lasts one shooting phase. (if 50% of a unit is effected by the template or multiple flare markers are over 50% of a unit, the whole unit is affected. This does not stack,)

This message was edited 1 time. Last update was at 2012/06/19 05:48:05


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

Upgardes to the Watchmen in Consideration.

One model per unit may exchange their Protectorate Rifle and Flare Marker for a...
ATR-Type 7 ...+15pnts

For every two units of Watchmen per army one may be upgraded to...

The ICF (In-City Fighters) ...+6pnts a model

WS 4 BS 4 ST 4 T 4 W 1 I 3 A 1 Ld 8 Sv 3+
Unit Type: Infantry
Composition: 5-10 The ICF

Wargear: Protectorate Armor, ICF Shotgun, ICF Knife, Light Boom Sticks, Boom Sticks

Special Rules: Counter-Attack

The ICF may take...
Extra Armor...+5 pnts a model

New Wargear Breakdown:

Spoiler:
ATR-Type 7... Rng 48" St 8 AP 3 Heavy 1, Ignores cover saves granted by movement or obscurity.
ICF Shotgun ... Rng 8" St 5 AP 6 Assault 1 +1D6
ICF Knife ... +1 I and +1 A on the charge
Extra Armor ... Provides an additional armor save at a 5+ which can be taken when this models original armor save is failed, but not if this models original armor save is ignored.

This message was edited 1 time. Last update was at 2012/07/13 13:50:45


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

Let me speak of the Thane.
First of all, the Thane HQ choice for the Dwellar: Protectorate, are a shout out to Fantasy, obviously.
They are however, not exactly as they were, and the differences, unlike the previous additions, which names pretty much said, "No Fluff Required", these may require a bit of fluff to understand why they are written as so.

Firstly, The Protectorate's main difference from the Planet Crackers, is the availability of technology.
This one factor has changed the very way they fight, and conduct themselves on the field over the last few thousand years. The Planet Crackers endure hardcore training and suffering and are put into units and divided and were even genetically altered to be dangerous infiltrating, destructive, chaotic like waves of war. The Protectorate are given the best armor and guns to make sure waves of war never even reach their cities.
This leads to very accurate shooters, and not nearly as skilled combatants. The only reason that any of the Protectorate are trained as well as some of them are in hand to hand combat, is because of Tyranid invasions, and the other job the Protectorate forces have; which is policing the Planet Cracker cities.
The ICF in-particular have spent as much time fighting their own criminal brethren as they have Tyranids. Knife fighting and close combat tactics have been a necessity of the most of The Protectorate forces. Though they lack the mobility or fluidity of the Planet Crackers skill, they have a very strong sense of ground and are well trained to always counter an assault. The Thanes of the Protectorate are the ones who are required to train all basic units of the Protectorate. It inspires a strong respect for the leaders of Protectorate cities when their Thane is also fighting and training the fighters.
Thanes are often put as leaders of districts from world to world, and these leaders must earn the respect of the Planet Crackers as well, as they do not train or usually fight alongside them, they must earn this respect in other fashions. Often they will put on fights with popular prisoners, defeating them, sparing their lives, and using the defeated prisoner as an example of The Protectorates worth and strength to the Planet Crackers. This tradition has worked since the rebellion of Grush, when The Groz attempted to declare independence. You will not find this rebellion in any history books in The Protectorate Libraries.
In fact many of The Protectorates weaponry and advancements came from the Children of Lekros pillaging parts of things they killed and bringing them to Tek, and later to Yuler. Most of the equipment that ended up in The Protectorate forces are very similar to Space Marine equipment. Even the Protectorate armor is a modified version of the suit. The natural strength of these Dwellar did not need much enhancement, and the need for all of them to take up armor and weapons when they reached age made their basic body structure all that more powerful as the years went on. Yes, female and male Dwellar in Protectorate city take to service after they have had child. They have quite a large number of soldiers, but their strategy has ever been less is more. For the mere purpose they know they are heavily outnumbered by their foes.
The Thanes job is to not just keep a city in order, but too assist his forces in minimizing losses, so many Thanes bring different skills to the table that are of more assistance to their troops, where as Generals are walking Weapons of War that make it easier for troops to attack. Thanes are meant to keep up powerful defensive lines.
What occurred over the years however was that the Thanes from each sub sequential home world grew very differently due to the massive inhabitants of said world. The Thanes on Grush for instance, became very powerful Warriors, which was necessary as Grush is well known as the home world of the Groz. Groz have colonies on many worlds, but on Grush, their population is nearly 23 billion. The Protectorate on Grush do not even police the Groz cities, they merely except prisoners when the Groz decide one of their own has done too much wrong. The Thanes from Grush must be powerful enough to sometimes walk into a Groz capitol and deem a Groz Beast or Raider a Criminal and then defeat the Beast in combat. Each Thane, from a separate home world, will have their own unique traits, as it is, and thus when choosing a Thane HQ, you must choose the home world he or she comes from, and this will be reflected in stats and abilities, as well as equipment. All new worlds conquered are named after the first Thane to successfully convert a city to Dwellar, and the Thane's name is then written in the book of Stone. Which is the ultimate reward for Thanes who take to the skies. To become a Thane, you must have shown extreme clarity in the field, a knack for training and fighting, and more importantly a high intelligence and resistance to the chaos that instills fear or disorder in the common soldier. Thanes are personally chosen by Artifer, and they are the highest ranking officials in Dwellar society outside of the Ruling Council which consists of the Descendants.

THANE HQ

Thane ...50pnts
WS 4 BS 4 ST 4 T 4(5) W 3 I 3 A 3 Ld 10 Sv 3+
Type: Infantry
Composition: 1 Thane

Wargear: Protectorate Armor, Light Boom Sticks, Boom Sticks, Gun Belt
Special Rules: Independant Character, Loyalty, Thick Skin, Counter-Attack
Upgrades:
A Thane may take any of the following...
Grind Boots ...+3pnts
Sight Lock ...+5pnts
One Laceration Bomb ...+15pnts
The Thane may exchange it's Protectorate Armor for...
Infinities Plating ...+25pnts
He may instead choose to Baptize his Protectorate Armor for +15pnts
The Thane must take a gun for his Gun Belt in addition to any other weapons he is carrying...
Draw Pistol ...free
Long-Chambered Pistol ...+5pnts
Shrapper ...+10pnts
Serizian Pistol... +15pnts
Glory Gun... +20pnts

You may only field One Thane Per Player Army. When Fielding A Thane You Must Also Choose the Thane Type from the following.

Durin Thane ...+30pnts
Spoiler:
Grants the following
Additional Wargear:
Durin War Sword ...+1 St in addition to the other War Sword Benefits.
Protectorate Rifle
May take an Artimer's Banner for +25pnts or a Parthos Banner for +10pnts
Additional Rules:
All Friendly Dwellar Units within his Loyalty Range may re-roll failed Leadership and Morale tests.


Grush Thane... +50pnts
Spoiler:
Grants the following
Additional Stats:
+1 WS +1 St +1 T +1 I +1 A
Additional Wargear:
Serizian Axe
May take a Mullun's Banner or Tek's Banner for +15pnts
Additional Rules:
You may field Raiders without the need for a Planet Cracker HQ


Aulin Thane... +35pnts
Spoiler:
Grants the following
Additional Wargear:
Lekros Scimitar
Head Splitter
May take a Lekros Banner or an Alliyah's Banner for +10pnts
Additional Rules:
One of your Infantry Units may gain the Infiltrate USR


Aurul Thane ...+50pnts
Spoiler:
Grants the following
Additional Wargear:
Serizian Hammer
Protectorate Rifle
May take a Krakul's Banner or a Tek's Banner for +15pnts
Additional Rules:
You may field any unit in The Protectorate Dedicated Transport Section as a Fast Attack Option. (They will take up FOC slots for Fast Attack in said case.)


Doral Thane ...+60pnts
Spoiler:
Grants the following
Additional Wargear:
Krakuls Fist
ATR-Type 7
May take a Parthos Banner for +10pnts or a Krakuls Banner for +15pnts
Additional Rules:
You may field ONE Metal Hounds or City Skimmers Unit as a Troops Choice


Rules For New Wargear:
Spoiler:
Gun Belt: Allows the model to carry an additional small firearm it may use instead of another weapon during the shooting phase. This weapon is usually a pistol and thus can count with an additional CCW towards an extra attack in CC..
Laceration Bomb: Using the models unmodified Strength Chracteristic for purposes of range. Rng. Models base St +2" St 4 Ap 5 blast, no scatter. (Napalm in a heavy metal pipe bomb form.)
Glory Gun: The GG. Rng 6" St 8 Ap 2 Assault 1, Stagger. Models not instantly killed by this weapon suffer an additional wound. If this Pistol suffers a Stagger Effect, it is useless the rest of the game. (Large concentrated Serizian Charge released in a Troor cased Steel. Avoids the Gets Hot of The Serizian Pistol with a more powerful blast, the blast however dissipates at a shorter distance. It is enough to rip through the side of a tank however, and so they call it the Glory Gun, because you have to get up close with something big to make it worth the risk.)
Krakul's Fist: +2 St, Counts as AP 3 in CC, models wounded by this weapon must pass a Toughness test. If they fail they are counted at T 2 for the next round of Combat. This results in the next Toughness Test being taken with a Toughness of 2. (It might make some people angry when it's first fielded...see how it plays out.)


That took some time to make and post, I'll tell you what...Feedback Appreciated.

This message was edited 2 times. Last update was at 2012/08/31 06:56:55


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
Made in cn
Flashy Flashgitz






China

Making a Film now so I've no time to work on the codex and haven't read much of sixth, which may reflect in some of my other posts. As far as this goes I did adjust something on the Thanes. That being that the Grush Thane can field Raiders without the need for a Planet Cracker HQ choice.

Lots of love Dakka. Thanks for reading, even if you don't reply. Hope some of you are playing them succesfuly or with enjoyment. All Smiles.

This message was edited 1 time. Last update was at 2012/08/31 06:58:56


“We are the ones you left for dead. The ones you left in the ground. Buried and forgotten, we have tunneled our ways to the stars, and there will be no dirt nor cave where you can hide. The Dwellar are here.”
Dwellar Codex; 40k Dwarfs

“Well, what do you carry the gun for if you’re just going to waste bullets?” Timer reloads his Boomer as Forling fires his Shrapper.
“I may ‘ne be a good shot Timer, but I don’t miss much from this close up with my hammer,” Forling continues to fire.
“All the enemies are good and far away so what the hell does that…” Timer looks up to see Forling giving him an angry stare. “Oh, yea, ok, um, good shooting.”
 
   
 
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