Switch Theme:

Vashtorr, Nascent God  [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 us
Humming Great Unclean One of Nurgle





In My Lab

Vashtorr, Nascent God-X PL, Y Points
Vashtorr, Nascent God, is equipped with Vashtorr's Claw and Vashtorr's Hammer.

Move.....*
WS........2+
BS.........2+
S...........*
T...........7
W.........14
A..........*
Ld.........10
Sv..........2+

Wounds.......Move.....Strength....Attacks
8+.................12"..........8.................7
4-7................10".........7..................6
3-..................8"............6.................5

Vashtorr's Claw (Shooting)
Range......12"
Type.........Assault 3d3
Strength...5
AP............-2
Damage....1
This weapon automatically hits.

Vashtorr's Claw (Melee)
Range......Melee
Type.........Melee
Strength...User
AP............-2
Damage....1
Make two hit rolls per attack made with this weapon.

Vashtorr's Hammer
Range......Melee
Type.........Melee
Strength...X2
AP............-3
Damage....3
An unmodified 5+ on the wound roll against a vehicle does 4 Mortal Wounds instead of normal damage.

Abilities
Warp Strike
See Codex CSM

Body Of Unholy Artifice
This model has a 4+ invulnerable save. Any time an attack is allocated to this model, halve the damage characteristic (rounding up).

Parasitic Master Of Daemon Engines
While a friendly Daemon Engine unit is within 6" of Vashtorr, roll a d6 every time Vashtorr would lose a wound. On a 3+, that wound is not lost, and an allied Daemon Engine of your choice within 6" suffers 1 Mortal Wound. No rules can be used to negate this Mortal Wound.

Unholy Mechanisms
In your Command Phase, select up to two Daemon Engines that are not Titanic, or one Titanic Daemon Engine. They gain +1 to-hit until the start of your next Command Phase.

Will Of The Arkifane
During your Command Phase, select one of the following abilities to use:
Ghost In The Machine-Select one visible enemy unit within 30". Until your next Command Phase, all ranged weapons in that unit have their range characteristic halved.
Agonize Machine Spirits-Select one visible enemy Vehicle unit within 30". Until your next Command Phase, its Move and Attacks characteristics are halved.
Disdainful Logic-Until the start of your next Command Phase, this model can attempt to Deny The Witch twice. When doing so, gain a +1 bonus to the Deny roll.

Warlord Trait
Vampiric Machinelord
During your Command Phase, you can select one enemy Vehicle unit within 12" of Vashtorr to be marked until the start of your next Command Phase. When the marked unit is within 3" of Vashtorr, roll a d6 every time Vashtorr would lose a wound. On a 4+, that wound is not lost, and the marked enemy unit suffers 1 Mortal Wound.
Note that, as per general rules, you cannot use this ability and Parasitic Master Of Daemon Engines to roll twice to negate a wound lost.

Keywords
Monster, Character, Fly, Daemon, Agent Of Chaos, , Vashtorr The Arkifane

Faction Keywords
Chaos, Heretic Astartes, Traitoris Astartes
--------------------------------------------------------------
Some notes on this design:

Strength now degrades. That's intentional, he's not meant to be a direct-damage monster. But it does start off a little higher, in return.
Leadership upped to 10, because come on.
Claw now gives him a weaker sweep attack, so you can't tie him up as easily.
Half damage makes him more durable, instead of just -1 damage.
He now gives +1 to hit better than a Warpsmith or Disco Lord, instead of... Blech.
Added a Deny The Witch ability, and upped the range on the Will abilities, because as of now, they aren't the best.
And gave him a GOOD warlord trait, not a poopy one.
Finally, the bit of design I like the most is his FNP that injures allied Daemon Engines. It encourages you to peel off his support instead of Vashtorr first, since you'll be doing half damage and a lot of it will be redirected anyway.

Obviously this Vashtorr is worth more than the current iteration from GW. Thinking around 400 points, but not sure.

This message was edited 1 time. Last update was at 2023/03/10 00:42:32


Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in us
Fixture of Dakka





Disclaimer: I don't know what the official version looks like, and I only know a very small bit of his fluff.

Here's what jumps out at me:
* Statline and weapons seem fine.

* That's a *lot* of defense. BoUA puts his effective wounds at closer to 28 (though not exactly because of odd-numbered Damage weapons) and lets him ignore half of the lascannon and bright lance shots pointed at him. Then parasite/vampire let him shunt a portion of the damage that gets through to allies. (Or more realistically, buys him a turn or two of not being shot at all as your opponent removes the creatures you sit next to him).

Not sure if that's too much defense or if the fact that you can bypass some of it with the right weapon stats and tactics makes it a fun puzzle to pick apart.

* BoUA feels weird to me in that it's less effective against attacks with odd-numbered damage stats than even. That is, D2 and D4 lose 50% of their effectiveness against him while D3 only loses 33%. It also seems like this almost incentivizes your opponent to kill him with D1 weapons to bypass the damage reduction entirely. His invuln makes it less appealing to shoot him with my bright lances, so I'm tempted to do as much work as possible with shurikens and lasblasters instead. Not that small arms fire on its own would be an efficient choice, but he's so good at resisting incoming bright lance attacks that the gap between lances and shurikens is smaller than you'd expect. (Or lascannons and bolters if you're some weird imperial I guess.)

* Parasitic' is slightly weird for me to picture. It feels sort of like a haemonculus Nightmare Doll, transferring damage to a stand-in rather than taking it yourself. The name makes me think it's supposed to feel like he's leeching strength from the nearby daemon engine. Not a rules concern. Just sharing the vibe it gives me.

*How long does Vampiric' "mark" an enemy unit? Does the rule last until end of turn? Start of your next turn? End of the game?

* This guy gets to use 4 abilities in the command phase. So with that in mind, making him choose which of his WotArkifane he *isn't* using seems like it might be unnecessary. Letting him have the ability to deny the wtich on top of his other abilities doesn't seem like it would make him OP, and *not* having to track which WotA powers you took each turn would reduce overall bookkeeping.

Overall, he's an interesting unit. He's not *bad* as a beatstick, but he's not so good at it that you want to toss him against enemy beatsticks. He's really, really durable and wants to have engines nearby to buff. His buffs are good, but he's so expensive that you'll have one or two fewer daemon engines in your army than you could otherwise fit. Seems like an interesting choice if you want to go the engine spam route.


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
Made in us
Humming Great Unclean One of Nurgle





In My Lab

 Wyldhunt wrote:
Disclaimer: I don't know what the official version looks like, and I only know a very small bit of his fluff.

Here's what jumps out at me:
* Statline and weapons seem fine.

* That's a *lot* of defense. BoUA puts his effective wounds at closer to 28 (though not exactly because of odd-numbered Damage weapons) and lets him ignore half of the lascannon and bright lance shots pointed at him. Then parasite/vampire let him shunt a portion of the damage that gets through to allies. (Or more realistically, buys him a turn or two of not being shot at all as your opponent removes the creatures you sit next to him).

Not sure if that's too much defense or if the fact that you can bypass some of it with the right weapon stats and tactics makes it a fun puzzle to pick apart.

* BoUA feels weird to me in that it's less effective against attacks with odd-numbered damage stats than even. That is, D2 and D4 lose 50% of their effectiveness against him while D3 only loses 33%. It also seems like this almost incentivizes your opponent to kill him with D1 weapons to bypass the damage reduction entirely. His invuln makes it less appealing to shoot him with my bright lances, so I'm tempted to do as much work as possible with shurikens and lasblasters instead. Not that small arms fire on its own would be an efficient choice, but he's so good at resisting incoming bright lance attacks that the gap between lances and shurikens is smaller than you'd expect. (Or lascannons and bolters if you're some weird imperial I guess.)

* Parasitic' is slightly weird for me to picture. It feels sort of like a haemonculus Nightmare Doll, transferring damage to a stand-in rather than taking it yourself. The name makes me think it's supposed to feel like he's leeching strength from the nearby daemon engine. Not a rules concern. Just sharing the vibe it gives me.

*How long does Vampiric' "mark" an enemy unit? Does the rule last until end of turn? Start of your next turn? End of the game?

* This guy gets to use 4 abilities in the command phase. So with that in mind, making him choose which of his WotArkifane he *isn't* using seems like it might be unnecessary. Letting him have the ability to deny the wtich on top of his other abilities doesn't seem like it would make him OP, and *not* having to track which WotA powers you took each turn would reduce overall bookkeeping.

Overall, he's an interesting unit. He's not *bad* as a beatstick, but he's not so good at it that you want to toss him against enemy beatsticks. He's really, really durable and wants to have engines nearby to buff. His buffs are good, but he's so expensive that you'll have one or two fewer daemon engines in your army than you could otherwise fit. Seems like an interesting choice if you want to go the engine spam route.
Half damage is wonky like that, yeah.

Vampiric lasts till your next Command Phase-updated to include that.

Clocks for the clockmaker! Cogs for the cog throne! 
   
Made in gb
Lord of the Fleet






London

The issue I had with this guy wasn't necessarily his rules, but more that his Army of Renown was underwhelming at best. Perhaps that could be tweaked as well?
   
 
Forum Index » 40K Proposed Rules
Go to: