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2014/10/15 16:00:32
Subject: Cult of the Dark Ones (Cthulhu-esque) (UPDATE 25/10/2014)
The aspect of Cosmic Horror is always presented in the WH40K universe. So I think that, a codex based on creatures and cults from the Cthulhu Mythos won't look out of place. And It also creates funny possibilities when the followers of Chaos God scream "For Chaos" when charging some funnily dressed men chanting "Iä! Iä! Cthulhu Fhtagn!".
UPDATE (25/10/2014):
- Add Leng Elite Brood (Elite)
- Add Awakened Sentinel Squadron (Elite)
- Leng Mage: + Moved to HQ + Brood Focus now allows (if the Mage is the Warlord) to take 1 Leng Spider Brood as Troop choice, but cannot take Men of Leng
- Byakhee Rider: + Cost bumped to 22 pts/model + Gain Daemon and Poisoned (4+) special rule
Fluff:
Spoiler:
They are known by many names: The Elder Gods, The Dark Ones, Those Who Shall Not Be Named...They have haunted humanity from its beginning, and they will haunted them for thousand years more to come. Their nature cannot be fathom by mortals. Are they some Warp Entities, or from somewhere else ? Or they are just an imagination, non-existent deities from the dark past of mankind ? None can tell. But there are always disturbing evidences to their existence. In one instance, a Dark Eldar raiding party open a portal to the Webway, only to have strange...things... bursted out and crushed anything in its path. Another strange phenomena is their affinity and almost caring attitude toward Mandrakes. This, couple with the fetish of subjugating other beings of the Dark Eldar, it maybe will not be long before they again enter the Webway to find these creatures for some twisted purpose. The Cult of the Dark Ones has hidden amongst society since the dawn of civilisation. They have stayed domain for thousand of years, but now, in the End Times, they have risen up to hasten the return of their masters. No one, not the God-Emperor, not even the Chaos Gods, can save humanity once they started tearing their way through the Veil to join their followers. Or so the legend told. The nature of the Cult is not clear, after so many years hidden away from public, they are not the same anymore. There is a small group of Inquisitors, who realize the threat these wretched souls post, and have begun to root them out whenever the oppoturnity present. However, the Inquisitors are few, and the members of the cult many, spreading on many, many worlds of the Imperium. Luckily, whenever they decide to set their plan in motion, there are plenty of evidences, and all of them have been stopped in times. But the bad guys only have to success once...
Army special rule:
Spoiler:
Cosmic Horror: This creature is not of this dimension, or maybe not even of the Warp. Any who stands against it feels the cold desperation of the helplessness.
A model with Cosmic Horror special rule have Daemon, Fearless and Adamantium Will special rules. In addition, each enemy unit that does not have And They Shall Know No Fear, Fearless or Zealot special rule within 6” of one or more Cosmic Horror models and is not locked in combat must take a Leadership test. If the test is passed, all is well and there is no effect. If the test is failed, that unit instantly falls back and suffer a -1 penalty to their Ld for the rest of the game. Model that does not have an Leadership characteristic is unaffected by this special rule.
Fatalistic Devotion: The cultists believe that they are enlightened, and the return of the Dark Ones to this dimension is inevitable. They strive to hasten Their return, and the presence of Their avatars fill them with vigour.
Friendly models with this rule gain Fearless and Rage special rule when within 8” of a models with the Cosmis Horror special rule.
Allies:
Spoiler:
Allies of Convenience: Tau, Chaos Daemons, Chaos Space Marines, Ork. Desperate Allies: Necrons, Eldar, Dark Eldar Come the Apocalypse: Armies of the Imperium, Tyranids.
Warlord Traits:
Spoiler:
1. Battlefield Sacrifice: At the start of the controlling player’s turn, he or she can choose to remove D3 non-Cosmic Horror models from the Warlord's unit from play. In response, any fleeing unit with Fatalistic Devotion rule may regroup without Ld check.
2. Fanatical Demagogue: The Warlord and any unit he is with gain Preferred Enemy (Everyone) special rule.
3. Possessed by Their Might: The Warlord gains +1 bonus to Attack and Weapon Skill.
4. Forbidden Knowledge: At the beginning of any turn, even opposing player's, the Warlord can choose to add or subtract 1 from any reserve roll.
5. Shadow of the Dark One: The Warlord and any unit he is with counts as scoring an additional wound for the purpose of calculating combat result.
6. Vessel of Power: Models with the Cosmic Horror special rule within 6” of the Warlord gain a +1 bonus to their Feel No Pain special rule (i.e 5+ become 4+).
Blessings of the Dark Ones: (Psychic discipline)
Spoiler:
PRIMARIS POWER Call of Cthulhu: Warp Charge 1 The psyker harnesses a tiny fragment of Cthulhu’s power, allows his comrades to recover from even the most grievous of wounds.
Call of Cthulhu is a blessing that targets a non-vehicle friendly unit within 6”. That unit instantly recovers D6 Wounds. The number of Wounds recovered must be distributed evenly between all models with less than their starting number of Wounds in the unit.
1-2. Darkness of Istasha: Warp Charge 1 The psyker transforms into a shadowy figure in the likeness of Istasha, protecting his companions from the gun of his foes.
Darkness of Istasha is a blessing that target the Psyker. Whilst the power is in effect, the Psyker and his unit gain the Shrouded special rule.
3-4. Love of Aylith: Warp Charge 1 Calling the goddess Aylith for the protection of her children , the psyker and his companions are enveloped in a poweful protective glow.
Love of Aylith is a blessing that target the Psyker. Whilst the power is in effect, the Psyker and his unit add +1 to their Invulnerable Saves (to the maximum of 4+), and if they do not already have an Invulnerable Save, gain a 6+ Invulnerable Save.
5-6. Strength of Gtuhanai: Warp Charge 2 The psyker calls for the might of Gtuhanai, transforming him and his comrades into whirling vortexes of destruction
Strength of Gtuhanai is a blessing that targets the Psyker. Whilst the power is in effect, the Psyker and his unit gain +1 Strength, +2 Attacks and the Shred special rule.
Curses of the Dark Ones: (Psychic discipline)
Spoiler:
PRIMARIS POWER Howl of Ghisguth: Warp Charge 1 The psyker opens his mouth and screams with the force of Ghisguth, disorients the enemy.
Scream of Ghisguth is a malediction that targets a single enemy unit within 18”. That unit instantly goes to ground and suffers a -2 penalty to their Initiative.
1-2. Light of Iod: Warp Charge 1 The psyker focus his entire mental mind, glowing with the power of Iod herself.
Light of Iod is a malediction that that targets all enemy units within 12". The target unit must take and Initiative test. If they pass, nothing happens, if they fail, all models in the unit are reduced to Weapon Skill and Ballistic Skill 1 until the end of their next turn. Any model that does not have an Initiative characteristic is unaffected
3-4. Hate of Zathog: Warp Charge 1 The enemy find out that their armours offer no protection before the hate of Zathog channelled by the psyker.
Hate of Zathog is a malediction that targets a single enemy unit within 12”.Whilst the power is in effect, all models in the target unit must re-roll successful Armour Save.
5-6. Disease of Kassogtha: Warp Charge 2 The psyker reaches out his hand toward the foes, cursing them with a terrible ailment of Kassogtha, sapping their strength and vitality until they become nothing more than dried husks.
Disease of Kassogtha is a malediction that targets a single enemy unit within 8". At the beginning of every subsequent turns, the affect unit must take a Toughness test, or suffer a Wound with no saves of any kind allowed. If a model is slain, the unit muss pass another Toughness test or suffer an additional Wound with no saves of any kind allowed. Repeat the process until a Toughness test is passed or the unit is destroyed. If the unit passes its Toughness test, it still has to take a Toughness test at the beginning of following turns.
Powers of the Dark Ones: (Psychic discipline)
Spoiler:
PRIMARIS POWER Wail of Hastur: Warp Charge 1 The psyker summons parts of the terrible power of Hastur from behind the Veil, devastating those nearby with a flurry of tentacle-like appendages.
Wail of Hastur is a witchfire power with the following profile: R18" S5 AP- Type: Assault 3, Rending, Shred.
1-2. Heat of Cthugha: Warp Charge 1 Chanting in strange language, a gout of dark flame of Cthuga pours out of the psyker mouth and eyes, sets fire to the very soul of his victims.
Heat of Cthugha is a nova power with the following profile: R12" S4 AP5 Type: Assault D6, Ignore Cover, Soul Blaze
3-4. Chill of Han: Warp Charge 1 Raising his hand toward the enemy, the psyker calls in a deadly cold wind, said to be blowed by Han himself, to wash over those stand against the might of the Dark Ones.
Chill of Han is a witchfire power with the following profile: R24" S4 AP- Type: Assault 1, Barrage, Large Blast, Pinning
5-6. Pain of Uitzilcapac: Warp Charge 2 The psyker projects the might of the Lord of Pain, Uitzilcapac, consuming those in its part with intense pain that can warp even armour platings. But of course, harnessing the might of the God is sometimes a bit risky…
Pain of Uitzilcapac is a beam with the following profile: R18" S9 AP2 Type: Assault 1, Gets Hot
New Ranged Weapons:
Spoiler:
RPG launcher R 18", S 8, AP 3, Assault 1
New Wargear:
Spoiler:
Firebombs: Model equipped with firebombs count as having assault grenades. In the shooting phase a model armed with firebombs can throw it, using the following profile: R 8", S 3, AP -, Assault 1, Blast, Ignore Cover, Gets Hot.
New Armours:
Spoiler:
Sub-flak armour: 6+ armour save
New Vehicle Equipments:
Spoiler:
Improvised Armour: grants a 5+ Invulnerable Save against Glancing Hit
HQ
Cult Prophet - 65 points
Spoiler:
The prophets of the Cult are true believer, the first to serve the Dark Ones. No cult can function without their prophets, for their voice are the Dark Ones’s voice, and their orders no doubt come from behind the Veil, where the gods dwell. They have the strongest bond to their deities, perhaps even more than occultists, and are blessed accordingly. Over time, many have become the living avatar of the Dark Ones, and those are revered by the cultists above anyone else. Taking the prophets down is the fastest and surest way to end a cult rebellion, but it is no easy task, for the prophets have a part of Their might, and are protected by Their will.
Cult Prophet WS4 BS4 S3 T3 W3 I3 A3 Ld9 Sv4+
Unit Type: Infantry (Character) Unit Composition: 1 Cult Prophet
Wargear: Carapace armour, Autopistol, Frag and krak grenades, Close combat weapon
Special Rules: Eternal Warrior, Fatalistic Devotion, Independent Character, It Will Not Die, Voice of the Dark Ones, Zealot Voice of Dark Ones: Friendly units with within 12” of the Cult Prophet counts as scoring an additional wound for the purpose of calculating combat result. Friendly psykers who generate powers from the Powers of the Dark Ones, Blessings of the Dark Ones or Curses of the Dark Ones disciplines within 12” of the Cult Prophet at the beginning of the Psychic phase generates one additional Warp Charge. This is not cumulative. Options: • The Cult Prophet may replace his close combat weapon and/or autopistol with: -Plasma pistol - 15 points -Power weapon - 15 points • The Cult Prophet may take any of the following: -Meltabombs - 5 points
Occultist - 30 points Composition: 1-3 Occultists. They count as a single HQ slot on the force organisation chart.
Spoiler:
The occultists have all spent their entire life looking through forbidden texts, scrolls and grimoires describing those beyond the Veil. Many have been driven mad by the revealed helplessness of humanity, or the indescribable horror they witnessed, but those who managed to more or less stay sane realized that, it is not the Emperor, or the Chaos Gods, but the Dark Ones who hold the key to salvation and ascension of humanity. Any who stand against them are foolish, and the only way to survive is to serve. Occultists are not inherently psykers, but each and every of them have otherworldly powers at their disposal. Whether they are granted by the Dark Ones themselves for their devotion, or maybe they are the result of decades looking through forbidden knowledge, none can tell, but all know that occultists are deadly foes to face in battle.
Occultist WS3 BS3 S3 T3 W2 I3 A2 Ld8 Sv5+
Unit Type: Infantry (Character) Unit Composition: 1 Occultist
Wargear: Flak armour, Autopistol, Frag and krak grenades, Close combat weapon
Special Rules: Fatalistic Devotion, Independent Character, Psyker (Mastery Lv1)
Psyker: Occultist generates his powers from the Powers of the Dark Ones, Blessings of the Dark Ones and Curses of the Dark Ones disciplines.
Options: • The Occultist may take up to 2 additional Mastery level - 25points/level • The Occultist may replace his close combat weapon and/or autopistol with Force weapon - 15 points
Leng Mage - 80 points
Spoiler:
Leng Mages are the leaders of Leng Spider society. Life on the half-real world of Leng is difficult, the lack of resource as well as the constant attack from the humanoid Men of Leng ensure that only the most hardy Leng Spiders survive. To be able to lead their brethrens, then, Leng Mages must be understandably powerful as well as a wise chief, for neither weakness nor wrong decisions are tolerated. The poison in their fangs has long evaporated, but the age and size of the Mages allow them to spit massive webs that their younger counterparts cannot even think to create. In battle, Leng Mages chant sinister mantras, throwing dark flame in support for their smaller companions. It is a lucky cult to gain the support of a Leng Mages, because that means not only having the powers of these unholy creatures at their disposal, but also the entire tribe of Leng Spiders ready to spill blood for their gods.
Leng Mage WS3 BS3 S4 T4 W2 I4 A3 Ld8 Sv5+
Unit Type: Beast (Character) Unit Composition: 1 Leng Mage
Special Rules: Brood Leader, Cosmic Horror, Extremely Bulky, Hit & Run, Independent Character, Psyker (Mastery Lv2) Brood Leader: : Leng Mage can only join Leng Spider Brood. If Leng Mage is the Warlord, the controlling player may take one Leng Spider Brood as a Troop choice, but cannot take Men of Leng.
Psyker: Leng Mage always has the Heat of Cthugha and Hate of Zathog psychic power.
Options: • May exchange Heat of Cthugha for: -Chill of Han - free • May exchange Hate of Zathog for: -Love of Aylith - free • May take one of the following upgrade: - Web Spitter - 15 points - Brood Focus - 20 points
Leng Mage Upgrade:
Brood Focus: If the unit of Leng Spider joined by a Leng Mage has 10 or more models at the beginning of the Psychic phase then the Leng Mage generates one additional Warp Charge.
Web Spitter: Models in a unit with at least one model with this upgrade gain assault grenade, but only in the Assault phase. The model with this upgrade also gains a shooting attack with the following profile: R12" S3 AP- Type: Assault 1, Large Blast, Strikedown
Troops
Cultists - 40 points
Spoiler:
The majority of those worshipping the Dark Ones are cultists, grouped into secret cells and planted in urban centers, waiting for the call into action. While poorly trained and considered to be expendable, they are fanatically devoted to the cause, and in battle attacking in huge number to overwhelm the enemy.
Cultist WS2 BS2 S3 T3 W1 I3 A1 Ld6 Sv6+
Unit Type: Infantry Unit Composition: 10 cultists
Wargear: Sub-flak armour, Autopistol, Close combat weapon
Special Rules: Fatalistic Devotion, Fleet
Options: • May included up to 20 additional Cultists - 4 points/model • The entire unit may take firebombs - 1 point/model
Iron Cultists - 35 points
Spoiler:
The backbone of the Cult of the Dark Ones, Iron Cultists are well-trained and tenacious foes. Armed to the teeth and protected by military-grade armours, as well as having the undying belief in the salvation brought by their deities, anyone who underestimates them will surely regret it, that is, if they survive.
Iron Cultist WS3 BS3 S3 T3 W1 I4 A1 Ld7 Sv5+ Iron Champion WS3 BS3 S3 T3 W1 I4 A2 Ld8 Sv5+
Unit Type: Infantry, the Iron Champion is Infantry (Character) Unit Composition: 4 Iron Cultists, 1 Iron Champion
Wargear: Flak armour, Shotgun, Frag and Krak grenades.
Special Rules: Fatalistic Devotion, Infiltrate
Options: • May included up to 5 additional Iron Cultists - 7 points/model • Up to two models in the unit may replace its shotgun with: -Flamer or grenade launcher - 5 points/model -RPG launcher - 10 points/model • The entire unit may take any of the following: -Carapace armour - 3 points/model -Meltabombs - 3 point/model -Heavy chainsword - 5 points/model • The unit may take a Technical as dedicated transport
Men of Leng - 60 points
Spoiler:
These eerie denizens travel the universe from their strange homeworld of Leng, walking uncontested only when they disguise themselves as humans by wearing loose-fitting robes and wrappings about the head and face. Under these disguises, they have horned brows, clawed fingers, mouths full of tentacles, and crooked goatish legs with cloven hooves. The denizens of Leng can travel to other worlds freely, and often do so in strange, black ships, constantly seeking new breeds of slaves or trading precious stones for unusual services. At other times, their visits are much more violent, focusing on abducting victims for use as slaves or worse. On Leng, these denizens have long fought a war against that realm’s monstrous spiders, a war that sometimes spills over into other worlds.
Unit Type: Infantry, the Task Master is Infantry (Character) Unit Composition: 4 Men of Leng, 1 Taskmaster
Wargear: Sub-flak armour, two CCWS, Frag grenades.
Special Rules: Fleet, Feel No Pain, Move Through Cover, Poisoned (5+), Shred
Options: • May included up to 5 additional Men of Leng - 12 points/model • The unit may take a Technical as dedicated transport
Dedicated Transport
Technical - 30 points
Spoiler:
The Technical a type of improvised fighting vehicle, typically a civilian or military non-combat vehicle, modified to provide an offensive capability similar to a military gun truck. While flimsy, they are fast, cheap and numerous, and their ability to strike from unexpected directions with automatic fire and light troop deployment provide the Cult with a versatile weapon platform they would otherwise lack.
Technical BS3 F10 S10 R10 HP2
Unit Type: Vehicle (Fast, Open-topped, Transport) Unit Composition: 1 Technical
Wargear: Twin-linked heavy stubber
Transport capacity: 12 models
Options: • The Technical may replace its twin-linked heavy stubber with: -Heavy flamer - 5 points -Missile launcher (with flak, krak and frag missiles) - 15 points • The Technical may take: -Searchlight - 1 point -Improvised armour - 10 points
Elite
Dark Young Brood - 110 points
Spoiler:
According to legend, the Dark Youngs are the spawn of Shub-Niggurath, a mysterious beings, yet they feel no loyalty to their “mother”. Even the smallest of these creatures stand taller than a house, while the largest of them shake the very earth with their cloven hooves and crush cities and forests alike with their passage. Cultists of Shub-Niggurath often seek out the Dark Young and offer themselves to the creatures in sacrifice, in hopes of either being transported to the embrace of their goddess in the process of being digested or impressing the dark young with their devotion so they might be granted reincarnation as one of them—or simply out of madness. But the creatures are quite intelligent, and not all cultists who seek the dark young meet such ends, for some of the dark young have strange needs and uses for mortal minions. Sometimes, the cult can “persuade” the monsters to join them in battle, for their powers are an extremely useful asset against heavily armoured foes.
Dark Young WS3 BS3 S5 T6 W3 I3 A3 Ld8 Sv4+
Unit Type: Monstrous Creature Unit Composition: 1 Dark Young
Special Rules: Cosmic Horror, It Will Not Die, Feel No Pain, Life Drain, Slow and Purposeful, Stealth (Forest) Life Drain: On Initative step 1, roll a D6 for each model that is in the base contact with one or more Dark Youngs. On a 6, that model suffers a Wound, with no Save of any kind allowed. Wounds caused by these special rule count toward combat resolution.
Options: • May included up to 2 additional Dark Young - 110 points/model • The entire unit may take one of the following upgrade: - Command Plants - 15 points - Whipping Tentacles - 15 points/model - Wingless Flight - 25 points/model
Dark Young Upgrade:
Command Plants: For each Dark Young Brood with the Command Plants upgrade the controlling player may place an additional forest on the battlefield. This forest is not mysterious terrain – declare its type before you place it. This is done during deployment, before any units are deployed, and must be placed more than 18” from any enemy unit. If the forest cannot be placed on the table, this additional forest is not used in battle.
Whipping Tentacles: Model with this upgrade gain assault and defensive grenade, but only in the Assault phase, and a shooting attack with the following profile: R12" S5 AP- Type: Assault 2D6
Wingless Flight: Model with this upgrade change their unit type to Jump Monstrous Creature
Leng Elite Brood - 100 points
Spoiler:
Leng Elites are the enforcer of Leng Mages, responsible for bringing their smaller brethrens in line. It is now known how the Elite can grow to such gigantic size, but the spiders, or their leaders, don’t truly care, because Leng Elite are extremely loyal and can kill a large a number of people, despite their somewhat diminishing intelligence. In battle, Leng Elite usually accompany Leng Spider Broods, but it is not unknown for them to tunnel directly underneath enemy positions to wreck havoc.
Leng Elite WS4 BS4 S5 T5 W3 I4 A5 Ld8 Sv5+
Unit Type: Monstrous Creature Unit Composition: 1 Leng Elite
Special Rules: Cosmic Horror, Fearless, Feel No Pain, Fleshbane, Hatred (Everything), Rampage, Scout
Options: • May included up to 4 additional Leng Elite - 100 points/model • The entirer brood may take one of the following upgrade: - Web Spitter - 15 points/model - Tunneler - 40 points/model
Leng Elite Upgrade:
Tunneler: Leng Elite Brood with this upgrade gains the Deep Strike special rule. If a Leng Elite Brood Deep Strikes onto a point occupied by another model, do not roll on the Deep Strike Mishap table. Instead, place the large blast marker directly over the spot the brood is deep striking onto. All units except Flyers and Flying Monstrous Creatures beneath the blast marker suffer a number of Strength 5 AP2 hits with the Ignores Cover and Fleshbane special rule equal to the number of models in the Leng Elite Brood that Deep Strikes onto their position. For Wound allocation purposes, assume the attack is coming from the centre of the blast marker. Hits against vehicles are resolved against their side armour. If, after removing casualties, it is now possible to place the brood on the table on the fully or partially where the blast marker landed, then do so, even if this is within 1" of another model (but not if it would be in base contact with, or occupying the same space as, another model). If it is not possible to place the brood, roll on the Deep Strike Mishap table.
Web Spitter: Models in a unit with at least one model with this upgrade gain assault grenade, but only in the Assault phase. The model with this upgrade also gains a shooting attack with the following profile: R12" S3 AP- Type: Assault 1, Large Blast, Strikedown
Awakened Sentinel Squadron - 45 points
Spoiler:
These once noble walkers of the Astra Militarum now have been changed, their blessed hulls covered in dirt and blasphemous runes, their pilots directly fused to their cockpits. Their Machine Spirits, long gone mad from the torture they have been subjected to, now take delight in inflicting their pain and madness on their former comrades. But deep inside, all they want is just being released from their miserable existence, but it is no easy task, for they have mutated and become horrible monsters capable of ripping entire platoon to shred.
Scout Sentinel WS3 BS3 S5 F10 S10 R10 I3 A2 HP2
Unit Type: Vehicle (Walker, Open-topped) Unit Composition: 1 Scout Sentinel
Wargear: Multi-laser
Special Rules: Awakened, Fear, Move Through Cover, Scout Awakened: Vehicle with this rule ignores Crew Shaken and Crew Stunned on a roll of 2+. During the Initiative 10 step of the Fight sub-phase, any enemy unit with at least one model in base contact with the vehicle suffers D3+1 Strength 5 AP- hits.
Options: • May include up to two additional Scout Sentinels - 45 pts/model • Any model may take: - Hunter-killer missile - 10 pts - Improvised armour - 10 pts - Camo netting - 15 pts • Any Scout Sentinel may replace its multi-laser with one of the following: - Heavy flamer - free - Autocannon - 5 pts/model - Missile launcher - 5 pts/model - Lascannon - 10 pts/model
Fast Attack
Leng Spider Brood - 40 points
Spoiler:
Leng spiders inhabit the mountains and valleys of the world of Leng. They once controlled the entire planet, until forced back into the southern hemisphere after years of warfare with the humanoid Men of Leng. Spinning huge webs, some of which reach from mountain top to mountain top, they feed on shantanks, vultures, yaks, and anything else that makes the fatal mistake of blundering into their webs. Highly intelligent, the spiders of Leng tend to look on all other beings as a source of food, even their own kind, and can only be dealt with from a position of strength. Extremely fast and nimble, a pack of Leng Spiders are formidable foes to face, even more so in the presence of a Leng Mage.
Leng Spider WS3 BS3 S3 T3 W1 I5 A2 Ld6 Sv6+
Unit Type: Beast Unit Composition: 5 Leng Spiders
Special Rules: Brood Link, Cosmic Horror, Hit & Run, Poisoned (5+), Scout Brood Link: Leng Spider gains the Rage or Furious Charge (choose at the beginning of each Assault phase) when joined by one or more Leng Mages.
Options: • May included up to 15 additional Leng Spiders - 8 points/model
Flying Polyp - 35 points
Spoiler:
Flying polyps are a malevolent alien race made up of nauseating mass of flesh, eyes, tentacles, and mouths. These creatures seem to have no maximum lifespan, but their violent, warlike nature ensures that death eventually occurs—even if it takes eons for the polyp to encounter something capable of defeating it. A flying polyp is a physical being, but one composed of material strangely unlike the flesh that garbs most living creatures. While the stuff that makes up the exterior of a flying polyp's body might seem similar to ordinary flesh, it often to fade in and out of visibility, almost at random, at points becoming transparent enough that the nauseating inner workings of the thing's body are laid bare. A flying polyp's association with wind goes far beyond the strange storms that surge through what pass as veins and arteries in its massive body. These creatures have a remarkable ability to control the air around them, both via a wide array of spell-like abilities and through the use of potent supernatural powers. They do not wield tools or weapons as a rule, instead using their mastery of the winds themselves to wage war and build their grim cities, scouring towers and chambers out of basalt with precise blasts of sand-laden wind. While technically not part of the Dark Ones or their minions, they are , strangely, close enough in mindset and anatomy to guarantee a certain degree of familiarity and cooperation, where their aberrant intelligence is put to good use.
Flying Polyp WS3 BS2 S2 T3 W3 I5 A1 Ld8 Sv6+
Unit Type: Jump Infantry Unit Composition: 1 Flying Polyp
Special Rules: Cosmic Horror, Eternal Warrior, Feel No Pain
Options: • May take any of the following upgrade: - Bone-Wrenching Gust - 20 points - Deflecting Wind - 30 points
Flying Polyp Upgrade:
Deflecting Wind: Successful To Hit rolls in shooting against the Flying Polyp or friendly units fully or partly within 6” of them must be re-rolled. If the weapon is a Blast weapon, then the blast markers always scatter a full 2D6, regardless of the firer’s BS. If the attacking unit has special rules or wargears that allow them to re-roll failed To Hit rolls in shooting, then they shoot as normal without any re-rolling; Blast weapon can choose to re-roll scatter distance and dice, but the firer’s BS is still ignored.
Bone-Wrenching Gust: Model with this upgrade gains assault and defensive grenade, but only in the Assault phase, and a shooting attack that does not scatter with the following profile: R18" S3 AP- Type: Assault 1, Large Blast, Pinning, Shred
Byakhee Riders - 66 points
Spoiler:
Out of the unimaginable blackness beyond the gangrenous glare of that cold flame, out of the tartarean leagues through which that oily river rolled uncanny, unheard, and unsuspected, there flopped rhythmically a horde of tame, trained, hybrid winged things that no sound eye could ever wholly grasp, or sound brain ever wholly remember. These beings, called Byakhees, are interstellar predators that are capable of surviving the cold vacuum unaided. Those with both strength of mind and muscles may attempt to ride one; these braves (or foolish) men often are devoured outright, but there are still enough left so that the Prophets can still muster a pack or two of these mounted horrors. In battle, the Byakhees can fly at horrendous speed, their riders clinging on for dear life while simultaneously unleashing burst of fire from their autopistols and occasionally strapping homemade explosive on vehicles that have the misfortune of getting too close.
Special Rules: Daemon, Deep Strike, Outflank, Poisoned (4+), Skilled Rider
Options: • May included up to 6 additional Byakhee Riders - 22 points/model • Up to two models in the unit may replace its CCW with: -Flamer - 5 points/model -Meltagun- 10 points/model • The entire unit may take meltabombs - 3 point/model • The Seneschal may replace his CCW with power weapon: 15 pts
Heavy Support
Star Spawn of Cthulhu - 180 points
Spoiler:
Of all the strange and malefic denizens of the void between the stars, few cause the same terror as this titanic race. Humanoid in shape, with tremendous draconic wings, murderous taloned hands, and a tentacled visage that evokes the alien gaze of an octopus complete the being's monstrous shape. This malevolent race has a name, yet it is no name known to the sane. Among mortal scholars, they are known merely by the name of their greatest priest—they are the star-spawn of Cthulhu. Servants of the alien gods of the void, they work upon the worlds they invade to wipe them clean of indigenous life in preparation for the eventual time when the deep void expands to replace all that exists with its strange realities. Their methods seldom vary from world to world—those whose intellects they can influence via dreams and nightmares they besiege as the victims sleep, seeding the growth of destructive cults and societies. These groups in turn further the star-spawn's agenda, preparing the world and bringing it to the brink of destruction. When such worlds are poised to tear themselves apart from within, the star-spawn mobilize their cults to end all things. The only reward such cults may receive for their (sometimes unwitting) aid is the dubious honor of being among the final few to be eradicated, for the star-spawn have no interest in and feel no responsibility toward their pawns.
Star Spawn of Cthulhu WS5 BS5 S6 T6 W5 I4 A4 Ld10 Sv3+
Unit Type: Jump Monstrous Creature Unit Composition: 1 Star Spawn of Cthulhu
Special Rules: Cosmic Horror, Deep Strike, It Will Not Die, Feel No Pain, Rampage.
Options: • May take one of the following upgrade: - Terrible Visage - 15 points/model - Avatar of the God - 15 points/model - Overwhelming Mind - 30 points/model
Star Spawn of Cthulhu Upgrade:
Terrible Visage: Enemy units within 6” of the Star Spawn of Cthulhu take their Leadership Test at 3D6.
Avatar of the God: Friendly models with the Fatalistic Devotion within 6” of the Star Spawn of Cthulhu have Feel No Pain (6+).
Overwhelming Mind: Model with this upgrade gains a shooting attack with the following profile: R18" S 8 AP2 Type: Assault 1, Large Blast, Mind Attack Mind Attack: This attack does not scatter. Rolling to Wound against the lowest Leadership characteristic in the target unit instead of Toughness. Against vehicles, do not use the Strength of the attack, instead roll a D6. This attack automatically causes a Glancing Hit on a roll of 4+.
Awakened Tank Squadron - Various
Spoiler:
These vehicles are the testament to the power of the Dark Ones. Subjected to intensely evil rituals, these steel behemoths have changed substantially, their Machine Spirits perverted and forced to become slaves to the creatures behind the Veil. However, even these dark forces have not weakened their power. Maybe their hulls have decayed, cover in moss and dirt, yet with no crew and almost no weakpoints, the tanks will rumble forward to crush anything and anyone opposing their masters with cannon fire and steel tentacles.
Special Rules: Awakened, Fear Awakened: Vehicle with this rule ignores Crew Shaken and Crew Stunned on a roll of 2+. During the Initiative 10 step of the Fight sub-phase, any enemy unit with at least one model in base contact with the vehicle suffers D3+1 Strength 5 AP- hits.
Options: • May include up to two additional Leman Russ Battle Tanks, Exterminators or Annihilators in any combination for the points costs listed. • Any model may take: -Dozer blade - 5 pts -Heavy stubber - 5 pts -Hunter-killer missile - 10 pts -Improvised armour - 10 pts • Any model may replace its heavy bolter with one of the following: - Heavy flamer - free - Lascannon - 10 pts/model • Any model may take a pair of sponsons armed with: - Heavy flamers - 10 pts/model - Heavy bolters - 20 pts/model - Multi-meltas - 20 pts/model - Plasma cannons - 30 pts/model
More to come !
This message was edited 45 times. Last update was at 2014/10/25 11:57:43
Oh, hi guys. Check out my Homebrew army lists here
Hey, glad you called this to my attention. It looks like an extremely fun theme to work with, i very much like how it is ''Human cultists supported by Monsters'' rather then the other way around.
The army special rules. I like Cosmic Horror, it is powerful i grant you, but it looks like your list will not include overly many creatures of this sort. My only concern is that the ''lesser horrors'' of your smaller creatures, such as your spiders, would make this ability to powerful. So i would suggest maybe adding a clause that your current ruling only effects monstrous creatures, and have a lesser effect on other types. For example, it could be something as simple as Fear Tests are taken on 3d6 picking the two highest.
In the same vein fanatical devotion seems like a lot of buffs, even if they are on quite worthless models. When effected, each model will be throwing out 4 + HOW attacks on the charge for 4pts each! The points are fine, each model is basically a Grot with fleet, but I'd suggest dropping Fanatical Devotion down to just Rage and Fearless. In that way, you can extend the range to 8'' and throw Zealot onto the Cult Profit (remember Zealot passes to unit) to make him seem more of a force multiplier.
Psychic powers; seems mostly OK. Will this be your only disciplin though? It seems excessively violent, while not being great at it. Maybe split it into two separate disciplines of 3 powers + Primaris for each, one covers supporting, the other offensive? That way you will have a better idea what each Psycher is doing. One mistake, at the moment Chill does 2D6 Large Blasts worth of damage. I very much hope this is a typo!
Your HQ's are fine. Some people will want to knock off Eternal Warrior, but the Profit isn't a power house anyway, so he should cause no trouble. Maybe make the Psykers a 1-3 per slot choice?
Cultists & DT are fine by me. Although the Technical unit is currently made up of Snotling Ram Wagons...
The Dark Young are basically fine, 135pts for a mediocre jump MC seems like the right price for what basically amounts to a distraction Carnifex. The command plant ruling is strange with no precedence though, why would a forest grow in a lava field just because these guys came? Maybe change it to free, and causes all forests to be dangerous terrain when within 18'' just for flavor?
For your Spiders, i recommend looking at Dark Eldar Khymerae for how to run them. You have similar stat-lines except the Khymerae have Ws, S and T 4 but no H'n'R or Poison. So it basically balances out. What you should do is change their type to Beast, they will move faster and more of a threat, but still underwhelming against assault units. Maybe have it so Brood Link only granted Furious Charge OR Rage, which ever you like better, to counter act the easiness of making combat.
Star Spawn is fine except for one thing. Mind Attack. Remake it, this is to powerful by far against non-marine armies while useless against 1/2 of the armies in existence. Large Blast Str 8 Ap 2 Wound against Ldship (and auto glance on a 4+) would be a nice alternative with in-game precedence.
Just some thoughts, well done, cant wait to see more.
**EDIT**
Also consider making Dark Eldar allies of convenience. As far as i know, they are the only race which has relations with creatures that are obviously intended to be Lovecraftian. There are references to impossible creatures making their homes in the depths of the Webway that the Dark Eldar sealed away. In the old codex there was a piece of wargear called the Dark Gate which opened a portal of a millisecond to one of these Webway passages, in that time a mass of massive tenticles came out and smashed everything within reach. The Mandrakes were changed by something in the depths of the Webway, we don't know what, but it was not a Chaos god. These seem to suggest, for your fluff if you are accepting new ideas, that your Old Ones are either in the Webway, or in an alternate universe trying to use the Webway to break through, at any rate, it seems as good a reason as any for you to have allies with the Dark Eldar. Maybe even Battle Brothers on the condition that the Dark Eldar army includes at least 1 unit of Mandrakes.
This message was edited 1 time. Last update was at 2014/10/15 17:53:44
2014/10/15 18:37:06
Subject: Cult of the Dark Ones (Cthulhu-esque) (More to come)
The army special rules. I like Cosmic Horror, it is powerful i grant you, but it looks like your list will not include overly many creatures of this sort. My only concern is that the ''lesser horrors'' of your smaller creatures, such as your spiders, would make this ability to powerful. So i would suggest maybe adding a clause that your current ruling only effects monstrous creatures, and have a lesser effect on other types. For example, it could be something as simple as Fear Tests are taken on 3d6 picking the two highest.
In the same vein fanatical devotion seems like a lot of buffs, even if they are on quite worthless models. When effected, each model will be throwing out 4 + HOW attacks on the charge for 4pts each! The points are fine, each model is basically a Grot with fleet, but I'd suggest dropping Fanatical Devotion down to just Rage and Fearless. In that way, you can extend the range to 8'' and throw Zealot onto the Cult Profit (remember Zealot passes to unit) to make him seem more of a force multiplier.
Both seems reasonable, I'll look into it
ALEXisAWESOME wrote: Psychic powers; seems mostly OK. Will this be your only disciplin though? It seems excessively violent, while not being great at it. Maybe split it into two separate disciplines of 3 powers + Primaris for each, one covers supporting, the other offensive? That way you will have a better idea what each Psycher is doing. One mistake, at the moment Chill does 2D6 Large Blasts worth of damage. I very much hope this is a typo!
Yes, Chill is definitely a typo 2 disciplines are maybe not my thing, but it seems again reasonable, so I'll create another power, just in case
ALEXisAWESOME wrote: Your HQ's are fine. Some people will want to knock off Eternal Warrior, but the Profit isn't a power house anyway, so he should cause no trouble. Maybe make the Psykers a 1-3 per slot choice?
Cultists & DT are fine by me. Although the Technical unit is currently made up of Snotling Ram Wagons...
Ohhh typo again on the Technical. It's what happens when you copy & paste too much Eternal Warrior is there to represent the blessing of Cthulhu, and about the psykers, yes, if I create 2 psychic disciplines, then it will be better to have 1-3 psykers per HQ slot.
ALEXisAWESOME wrote: The Dark Young are basically fine, 135pts for a mediocre jump MC seems like the right price for what basically amounts to a distraction Carnifex. The command plant ruling is strange with no precedence though, why would a forest grow in a lava field just because these guys came? Maybe change it to free, and causes all forests to be dangerous terrain when within 18'' just for flavor?
Ummm...In the fluff, the Dark Youngs can command tree to move, attack people and hide their movement, so turn forest into dangerous terrain is maybe reasonable. However, I want them to be flexible, and rely not too much on the layout of the board. The Dark Youngs also have Stealth (Forest) so it syrnegize with them very well. But I'll take a look at it, and tweaking a wording a bit so it won't jump out as silly
ALEXisAWESOME wrote: For your Spiders, i recommend looking at Dark Eldar Khymerae for how to run them. You have similar stat-lines except the Khymerae have Ws, S and T 4 but no H'n'R or Poison. So it basically balances out. What you should do is change their type to Beast, they will move faster and more of a threat, but still underwhelming against assault units. Maybe have it so Brood Link only granted Furious Charge OR Rage, which ever you like better, to counter act the easiness of making combat.
Excellent I forgot that when I wrote the rule the Spiders and Mages are Beast now
ALEXisAWESOME wrote: Star Spawn is fine except for one thing. Mind Attack. Remake it, this is to powerful by far against non-marine armies while useless against 1/2 of the armies in existence. Large Blast Str 8 Ap 2 Wound against Ldship (and auto glance on a 4+) would be a nice alternative with in-game precedence.
Ok, I'll change it. I've thought that Mind Attack are OP, but I post it anyway to see if it is truly that bad
ALEXisAWESOME wrote: Also consider making Dark Eldar allies of convenience. As far as i know, they are the only race which has relations with creatures that are obviously intended to be Lovecraftian. There are references to impossible creatures making their homes in the depths of the Webway that the Dark Eldar sealed away. In the old codex there was a piece of wargear called the Dark Gate which opened a portal of a millisecond to one of these Webway passages, in that time a mass of massive tenticles came out and smashed everything within reach. The Mandrakes were changed by something in the depths of the Webway, we don't know what, but it was not a Chaos god. These seem to suggest, for your fluff if you are accepting new ideas, that your Old Ones are either in the Webway, or in an alternate universe trying to use the Webway to break through, at any rate, it seems as good a reason as any for you to have allies with the Dark Eldar. Maybe even Battle Brothers on the condition that the Dark Eldar army includes at least 1 unit of Mandrakes.
Hmmm, good, so now the DE are Allies of Convenience. But I think must include at least 1 Mandrake unit is not a very good idea, seeing that Mandrakes are universally accepted as the worse unit in DE codex. And thanks for the addition in fluff
This message was edited 1 time. Last update was at 2014/10/15 18:52:29
Oh, hi guys. Check out my Homebrew army lists here
For the record, the new codex has given Mandrakes a massive buff. They are now quite a good and useful unit, not that it matters much. Just thought the fluff might be relevant.
What else have you got for me
2014/10/15 20:08:14
Subject: Re:Cult of the Dark Ones (Cthulhu-esque) (More to come)
Overwhelming mind may be to good things like riptides would be testing at ld 5 or 4 (i forget if they're ld 7 or 8 base) and would every model under the template have to take the test? that would take awhile to resolve. You could consider making it similar to the psychic shriek or mind war instead without need for a psychic test.
Also you could consider making two disciplines each of 3 powers plus a primas one for buffs and the other for offensive powers.
2014/10/16 17:54:05
Subject: Re:Cult of the Dark Ones (Cthulhu-esque) (More to come)
- Fanatical Devotion now grants Rage and Fearless only, range extended to 8"
- Vessel of Power Warlord trait now grants a +1 bonus to Cosmic Horror models Feel No Pain (i.e 5+ become 4+).
- Dark Eldar is now Allies of Convenience
- Fixing Typos: +Chill of Han: Assault 1 +Technical: Unit Composition: 1 Technical +Iron Cultists: Unit Composition: 4 Iron Cultists, 1 Iron Champions.
- Prophet now has Zealot
- Can now take 1-3 Occultists/ HQ Slot
- Occultist gets access to all 3 psychic disciplines.
- Leng Mage and Leng Spiders are now Beast.
- Command Plants (Dark Young) upgrade now only costs 15 pts for entire unit. Change the wording of other upgrades
- Brood Link now grants Rage OR Furious Charge (choose at the beginning of each Assault phase)
- Star Spawn Overwhelming Mind now has S8, AP2, Rolling to Wound against the lowest Leadership characteristic in the target unit instead of Toughness. Against vehicles, do not use the Strength of the attack, instead roll a D6. This attack automatically causes a Glancing Hit on a roll of 4+.
francieum wrote: Overwhelming mind may be to good things like riptides would be testing at ld 5 or 4 (i forget if they're ld 7 or 8 base) and would every model under the template have to take the test? that would take awhile to resolve. You could consider making it similar to the psychic shriek or mind war instead without need for a psychic test. Also you could consider making two disciplines each of 3 powers plus a primas one for buffs and the other for offensive powers.
Yes, nobody like having their Riptides taken away from them, so I've changed it. I also did a major overhaul to psychic power
This message was edited 2 times. Last update was at 2014/10/16 18:12:03
Oh, hi guys. Check out my Homebrew army lists here
The tank squadron seems fine, swapping an AV for some assured firepower seems fine. The Str 5 hits are not likely to make a world of difference, but fluff is fluff.
When i see the Polyp, i am imagining something similar to a Venomthrope. It's a single entity which supports the unit around it, but is not effective itself. And i like the idea, although 40 pts for forced re-rolls to hit within 6'' measured for a fast baste seems quite powerful. I'd make it up to 50, but also Blast Weapons shot at a unit within 6'' do not benefit from the ballistic skill of the shooter. Seems more appropriate then forcing them to re-roll the scatter die.
Sucking wind is also quite strong for such a cheap model to stop other, more expensive models shooting. For example a Terminator will fail just as often as a Mandrake, yet the Terminator is in armour thick enough to withstand a nuclear blast. I would drop sucking blast all together, but give his shooting attack pinning and force units within 6'' to take pinning checks. That way you could throw one of these into the middle of an army, maybe pin a few, then get shot down. Pinning just has better precedence then strength tests.
Alex
2014/10/18 15:40:04
Subject: Cult of the Dark Ones (Cthulhu-esque) (UPDATE 17/10/2014)
+Cost of all variant increased by 10 pts. (LRBT 160 pts, LRE and LRA 140 pts)
- Flying Polyp:
+ Removed Sucking Wind.
+ Bone - Wrenching Gust now costs 20 pts, is Assault 1, Large Blast, Pinning and Shred, and does not scatter.
+ Deflecting Wind now costs 30 pts, better clarifies in case of Blast Weapons,
ALEXisAWESOME wrote: The tank squadron seems fine, swapping an AV for some assured firepower seems fine. The Str 5 hits are not likely to make a world of difference, but fluff is fluff.
When i see the Polyp, i am imagining something similar to a Venomthrope. It's a single entity which supports the unit around it, but is not effective itself. And i like the idea, although 40 pts for forced re-rolls to hit within 6'' measured for a fast baste seems quite powerful. I'd make it up to 50, but also Blast Weapons shot at a unit within 6'' do not benefit from the ballistic skill of the shooter. Seems more appropriate then forcing them to re-roll the scatter die.
Sucking wind is also quite strong for such a cheap model to stop other, more expensive models shooting. For example a Terminator will fail just as often as a Mandrake, yet the Terminator is in armour thick enough to withstand a nuclear blast. I would drop sucking blast all together, but give his shooting attack pinning and force units within 6'' to take pinning checks. That way you could throw one of these into the middle of an army, maybe pin a few, then get shot down. Pinning just has better precedence then strength tests.
Alex
Hmm, the suggestion about the Flying Polyp is good. I've changed that according to it . Thanks for your help !
This message was edited 1 time. Last update was at 2014/10/18 18:15:50
Oh, hi guys. Check out my Homebrew army lists here
1. Psychic powers
The psychic powers seem criminally bland for this army. They shouldn't be so many straightforward attacks and buffs, they should be all about crazy unpredictable effects driving the target and/or the user insane. Look at the rulebook powers Life Leech, Misfortune, Vortex of Doom, Dominate, Terrify, Shrouding, and Hallucination for inspiration.
I'd also have Occultists suffer Perils more often than regular psykers, to represent their playing with callous forces they don't truly control.
Also several powers and units have Blast attacks that don't scatter. This is the caprice of insane gods, things should scatter like crazy and kill their own followers on a regular basis! Just make the effects more powerful to compensate.
2. Cosmic Horror and Voice of the Dark Ones
are very cool and evocative and tactically interesting -- and the Cult Prophet and, especially, the Polyp are badly underpriced given how potentially powerful they are. The fear effects of Cosmic Horror will be very situational -- since so many armies have access to Fearless or ATSKNF -- but devastating in some match-ups. The Prophet's boost to melee and friendly psykers will always be nasty. Rather than tone them down (boring!), bring costs up.
3. Miscellany
Firebombs: I'm all in favor of expendable troops occasionally blowing themselves up by accident:
Leng Spiders: why not make the Mage a HQ choice and, if he's your Warlord, the regular spiders can be troops? Add in a Monstrous Creature giant spider as heavy support and you can have an entire arachnid army!
Dark Young: I love their special power but it may be overpowered -- maybe make it a Poisoned attack on every model in 3" instead of a 1-in-6 chance of an unsavable Wound? Also the plural of "young" is... "young." No "s." Don't ask me, I didn't invent this crazy fething language any more than you came up with all those Chinese characters to torment my daughter in her Mandarin class.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
1. Psychic powers The psychic powers seem criminally bland for this army. They shouldn't be so many straightforward attacks and buffs, they should be all about crazy unpredictable effects driving the target and/or the user insane. Look at the rulebook powers Life Leech, Misfortune, Vortex of Doom, Dominate, Terrify, Shrouding, and Hallucination for inspiration. I'd also have Occultists suffer Perils more often than regular psykers, to represent their playing with callous forces they don't truly control. Also several powers and units have Blast attacks that don't scatter. This is the caprice of insane gods, things should scatter like crazy and kill their own followers on a regular basis! Just make the effects more powerful to compensate.
So, good ideas. I'll look at the Psychic Powers and Occultists when I have time, since they are both important changes, and deserve to be attended as carefully as possible
About the Blast attacks that don't scatter, yeah, it is both fluffy and not at the same time. I don't think the Star Spawn can miss with its invisible mind attack that aimed and shot by its eyes, and also, the Polyps have million of years to perfect their skill, so it is understandable.
SisterSydney wrote: 2. Cosmic Horror and Voice of the Dark Ones are very cool and evocative and tactically interesting -- and the Cult Prophet and, especially, the Polyp are badly underpriced given how potentially powerful they are. The fear effects of Cosmic Horror will be very situational -- since so many armies have access to Fearless or ATSKNF -- but devastating in some match-ups. The Prophet's boost to melee and friendly psykers will always be nasty. Rather than tone them down (boring!), bring costs up.
Sounds reasonable, fixed it
SisterSydney wrote: 3. Miscellany: Leng Spiders: why not make the Mage a HQ choice and, if he's your Warlord, the regular spiders can be troops? Add in a Monstrous Creature giant spider as heavy support and you can have an entire arachnid army! Dark Young: I love their special power but it may be overpowered -- maybe make it a Poisoned attack on every model in 3" instead of a 1-in-6 chance of an unsavable Wound?
Well, the Men of Leng do not accept a Leng Spider as their Warlord, so... And also, in the fluff, there are no Giant Spiders
The Dark Young is a gigantic Distraction Carnifex, and since it only wound on 6, and having enough models to in B2B with the Dark Young for the special rule to work is hard (it is only as big as a Daemon Prince), so at most only one to two wounds per assault phase. And only 3 Wounds, and even with FnP and 5+ Invul, being Slow'n'Purposeful, short range to no shooting, it will be crumped pretty soon, so I think it needs something to level the playing field
ALEXisAWESOME wrote: So, have you made any army lists we can have a loo at, or test games to feedback to us? I'd be interested to see how this continues.
Yes, I have made an 1000 pts army list for my codex, but I don't have anyone playtests it, since my friends are pretty far away, so if possible, Could you do it, and post the BP for us to see ? I'll be appreciated.
1. Giant Spiders: Just because there are no giant spiders in the original doesn't mean you can't ADD them. They fit, and everybody loves giant spiders! (Except Ron Weasley).
2. Byakhee Riders: great fluff -- but the rules don't live up to it. As it is, they're just jetbike guys. They need some weird power(s) to represent the lethal freakiness of the Things From Beyond that they're riding: Fear, Shrouded, extra Hammer of Wrath attacks, Poison -- pick any two (or three, or all four!).
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.
- Leng Mage:
+ Moved to HQ + Brood Focus now allows (if the Mage is the Warlord) to take 1 Leng Spider Brood as Troop choice, but cannot take Men of Leng
- Byakhee Rider:
+ Cost bumped to 22 pts/model
+ Gain Daemon and Poisoned (4+) special rule
SisterSydney wrote: 1. Giant Spiders: Just because there are no giant spiders in the original doesn't mean you can't ADD them. They fit, and everybody loves giant spiders! (Except Ron Weasley).
The vid is funny Yeah, I've added it. So I present you to the Leng Elite Brood
SisterSydney wrote: 2. Byakhee Riders: great fluff -- but the rules don't live up to it. As it is, they're just jetbike guys. They need some weird power(s) to represent the lethal freakiness of the Things From Beyond that they're riding: Fear, Shrouded, extra Hammer of Wrath attacks, Poison -- pick any two (or three, or all four!).
Sounds reasonable. I've added Daemon and Poisoned (4+) special rule, and bumped cost to 22 pts/model. How does it sound ?
Oh, hi guys. Check out my Homebrew army lists here
Giant spiders and daemonic jetbikes with poison fangs -- I approve! (Ron Weasley definitely does NOT). I wish the Awakened Sentinels were creepier, though.
You're right to make only one Leng Spider available as a Troops choice when the Leng Mage is in charge: my original idea of an all-spider army would break the "cultists" theme that's fundamental to the army.
BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN
Psienesis wrote: Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.