Switch Theme:

Grim Rustwright (Death Guard Techmarine)  [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 gb
Dakka Veteran






Grim Rustwright (Elite, Power Rating 4)
Callous engineers whose armour drips with mechanical fluid and foul ichor, the Grim Rustwrights trudge in the smog-choked shadows of the Death Guard's warmachines.

In the doctrine of the ancient XIVth Legion, the infantryman was supreme; vehicles existed only to move Mortarion's hardened warriors wherever they needed to be, whether by transporting squads across open terrain or weakening fortifications for a breacher's charge. The Legion's techmarine corps faced the unenviable task of keeping these rugged engines running, no matter how their armour tore or their machine spirits groaned, working constantly with the grim determination and oil-bloodied hands of a field surgeon. In the centuries since the Legion's transformation, these Astartes have become the Rustwrights, a bitter and brutal order of machinists whose work animates the corroded hulks of the Death Guard's vehicles and fleets. Daemonic apparitions cackle and squirm in their wake, plugging cracked hulls with glistening chitin and squirming sinew, for the Rustwrights long ago fused the lore of the hellforge with necromantic secrets salvaged from Barbarus. Even broken wrecks cannot escape the grip of a Rustwright, returned to service as a shuddering derelict that grinds across the battlefield like the walking dead.


1 Grim Rustwright: M 5", WS 3+, BS 2+, S4, T5, W4, A4, Ld 9, Sv 3+
A Grim Rustwright is equipped with: bubotic axe; Nurgling technicians; meltagun; plague belcher; bolt pistol; blight grenades; krak grenades.

New Weapons
  • Nurgling technicians: Range Melee; Type Melee; Strength 2; AP 0; Damage 1; Abilities: Plague Weapon. Each time the bearer fights, it makes 4 additional attacks with this weapon.

  • Wargear Options
  • This model's bolt pistol can be replaced with one of the following: 1 boltgun; 1 plasma gun; 1 plasma pistol.

  • Abilities
  • Malicious Volleys, Disgustingly Resilient, Contagions of Nurgle: See Codex: Death Guard.
  • Greaser of Gears: At the end of your Movement phase, this model can repair one friendly DEATH GUARD VEHICLE model within 3" of it. That VEHICLE model regains up to D3 lost wounds. Each model can only be repaired once per turn.
  • Infused with Grim Purpose: In your Command phase, this model can infuse one friendly DEATH GUARD VEHICLE model within 3" of it, or one friendly DEATH GUARD TRANSPORT it is embarked upon. Until the start of your next Command phase, that model is considered to have double the number of wounds remaining for the purposes of determining what its characteristics are, and each time that model would lose a wound roll one D6: on a 6, that wound is not lost. Each model can only be infused once per turn.

  • Keywords
  • Faction: CHAOS, NURGLE, HERETIC ASTARTES, DEATH GUARD, <PLAGUE COMPANY>
  • Keywords: INFANTRY, CHARACTER, BUBONIC ASTARTES, FOETID VIRION, GRIM RUSTWRIGHT


  • New Points Costs
  • Grim Rustwright: 85 points

  • Blight grenades: 0 points
  • Boltgun: 0 points
  • Bolt pistol: 0 points
  • Bubotic axe: 0 points
  • Krak grenades: 0 points
  • Meltagun: 0 points
  • Nurgling technicians: 0 points
  • Plague belcher: 0 points
  • Plasma gun: 10 points
  • Plasma pistol: 5 points

  • New Relic of Decay: Polluted Chem-Injector
    This foul cocktail of industrial fuels and daemonic effluence fills the air with clouds of choking smog, though the precise recipe for each Rustwright's mechanical potions is a matter of jealous secrecy.
    GRIM RUSTWRIGHT model only. When the bearer infuses a friendly VEHICLE, that model gains the following ability until the start of your next Command Phase:
    Putrescent Fog (Aura): While a friendly DEATH GUARD INFANTRY unit is wholly within 6" of this model, it receives the benefits of Light Cover. If it was already receiving the benefits of Light Cover, then it also receives the benefits of Dense Cover.


    -----------
    Pretty standard translation, here; this is a Warpsmith with the usual Death Guard changes (-1M, +1T, standard abilities, +5-10pts) who swaps his +2 S4 attacks for +4 S2 attacks. Thanks, Nurglings. Unlike the Warpsmith, this guy is an Elite, because I wanted it to be part of the FOETID VIRION crew along with the Biologus, Surgeon, Tallyman, etc. The rest of the Legion's "support team", basically.

    The real change is Infused With Grim Purpose; the Techmarine now gets two separate abilities, a repair and a buff. These will presumably be mirrored on Warpsmiths as a repair and a curse, but I wanted to keep the "buff" approach on the Rustwright, to emphasize the Death Guard's durability and its use of vehicles as infantry support. Instead, the Rustwright can ensure that a vehicle stays mobile at full-ish "health" no matter what, and even if it doesn't have changing characteristics (e.g. Helbrute, Bloat-Drones, etc) then it gets a nice durability bump with a 6+ FNP. Note that this is only one model, so if a Blight-Hauler dies despite the buff, the rest of its unit doesn't keep the FNP.

    This also comes with a new Relic; the Polluted Chem-Injector can give one VEHICLE each round the Putrefying Fog aura from the Miasmic Malignifier, allowing you to use them to bolster your Infantry, just as Mortarion intended.

    This message was edited 3 times. Last update was at 2021/08/26 14:32:25


     
       
    Made in gb
    Lord of the Fleet






    London

    Nice concept, can't see any issues with the ruleset.
       
    Made in us
    Humming Great Unclean One of Nurgle





    In My Lab

     Valkyrie wrote:
    Nice concept, can't see any issues with the ruleset.
    I'll echo this-while I'm not 100% sure on the price point, it all seems pretty reasonable to me!

    Definitely good enough to see playtesting. Excellent work!

    Clocks for the clockmaker! Cogs for the cog throne! 
       
    Made in us
    Decrepit Dakkanaut




    Seems fine since GW can't be damned to give them the basic Warpsmith entry.

    CaptainStabby wrote:
    If Tyberos falls and needs to catch himself it's because the ground needed killing.

     jy2 wrote:
    BTW, I can't wait to run Double-D-thirsters! Man, just thinking about it gets me Khorney.

     vipoid wrote:
    Indeed - what sort of bastard would want to use their codex?

     MarsNZ wrote:
    ITT: SoB players upset that they're receiving the same condescending treatment that they've doled out in every CSM thread ever.
     
       
    Made in gb
    Dakka Veteran




     JNAProductions wrote:
     Valkyrie wrote:
    Nice concept, can't see any issues with the ruleset.
    I'll echo this-while I'm not 100% sure on the price point, it all seems pretty reasonable to me!
    The price point's a tricky one, yeah. The Warpsmith is 75 points, so following the tracks of other Death Guard conversions (Sorcerer, Lord), 80 points should be on the money for a flat conversion. The only change to the base profile is "Nurgling technicians" instead of Mechatendrils, which should be a pretty even sidegrade.

    The real change is losing the ability to curse an enemy vehicle within 18", and gaining Infused with Grim Purpose... the problem being that the Warpsmith's curse ability is pretty uninspiring (1 mortal wound on a 2+, don't break the bank now) and mutually exclusive with its repairs to boot, while the Rustwright can repair and buff. I imagine the curse is going to be separated out from repairs whenever CSM get a new codex, but... Maybe 85 would be more reasonable. Comparing him internally, the Rustwright is currently 5 points more than a Plague Surgeon for an identical statline and two very similar abilities. On the upside, he has Nurgling technicians for extra CC attacks, and two free short-range special weapons in the melta/flamer. On the downside, his 3" 6+ FNP ability is targeted, not an aura. The extra firepower probably warrants 85 points, though it would make him the most expensive of the FOETID VIRION.
       
     
    Forum Index » 40K Proposed Rules
    Go to: