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Made in gb
Dakka Veteran




Fomoroid Crusher (Heavy Support, Power Rating 5)
After the fall of Prospero, the psyche of the Crimson King lay in ruins, shattered by his own mental exertions and the direct touch of the Weaver of Destiny. It took centuries for Magnus to piece together his own spirit and return to sanity – or a believable facsimile, at least. The children of such psychic labours are the Fomoroids – brutish, cycloptic demi-daemons born of the Primarch's deepest fears and pettiest grudges. Magnus despises these creatures as a lumbering parody of his own genius, but his Sorcerers still use them as slave labour, dragging them from the crystalline caves of Sortiarius to exploit their instinctive knowledge of geomancy and enchantment. The nightmares of Magnus labour in the Legion's prismatic forges and mighty Silver Towers, weeping from one burning eye as they raise shimmering citadels and craft fiery shells laden with magic.
1 Fomoroid Crusher: M 6"; WS 4+; BS 4+; S 8; T 7; W 8; A 4; Ld 6; Sv 4+
A Fomoroid Crusher is equipped with: ephemeral masonry; crushing fists.

Wargear
  • Ephemeral masonry: Range 12”; Type Assault D3; Strength User; AP -2; Damage D3; Abilities: Blast. Each time an attack is made this weapon against a unit that is within 3" of a terrain feature, you can re-roll the wound roll for that attack.
  • Crushing fists: Range Melee; Type Melee; Strength User; AP -2; Damage 3; Abilities: -

  • Abilities
  • Daemonic: This model has a 5+ invulnerable save.
  • Infernal Regeneration: In your Command phase, this model regains 1 lost wound.
  • Architect of Insanity (Aura): While this model is within 3” of a terrain feature, non-TZEENTCH models cannot receive the benefits of cover from that terrain feature, and each time an attack is allocated to a friendly TZEENTCH unit while it is receiving the benefits of cover from that terrain feature, add 1 to any invulnerable saving throw made against that attack.
  • Artisan of the Arcane: In your Shooting phase, select one friendly ARCANA ASTARTES CORE unit within 3” of this model. If any models in that unit are equipped with a bolt weapon or soulreaper cannon, those weapons are enchanted until the start of your next Shooting phase. Select one of the abilities below: while a weapon is enchanted, its Armour Penetration characteristic is reduced by 2, and it has the selected ability. Each weapon can only be enchanted once per turn.
  • -- Agnis: Improve this weapon’s Armour Penetration characteristic by 2.
  • -- Asphyx: Each time a hit is scored with this weapon, if the unmodified hit roll is greater than the Toughness characteristic of that unit, that attack scores 1 additional hit.
  • -- Alkhahest: Double this weapon’s Strength characteristic, and add 1 to its Damage characteristic. Each time an attack is made with this weapon, reduce the bearer’s Ballistic Skill by 1 for that attack.
  • -- Azothite: Add 6" to the Range characteristic of this weapon. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule and any or all modifiers to the hit roll for that attack.

  • Keywords
  • Faction: CHAOS, TZEENTCH, THOUSAND SONS
  • Keywords: MONSTER, DAEMON, FOMOROID CRUSHER

  • Points Costs
  • Fomoroid Crusher: 95 points

  • Impossible Enchantments (3 CP/2 CP)
    Thousand Sons - Epic Deed Stratagem
    The mad byblows of Magnus' fractured psyche are repositories of occult lore forgotten to even the Crimson King, arcane secrets buried deep within the thick skull of each lumbering Fomoroid.
    Use this Stratagem in your Shooting phase, when a FOMOROID CRUSHER model in your army uses its Artisan of the Arcane ability. Select one additional ability for the enchanted weapons. If the unit selected for this ability is a TERMINATOR unit, this Stratagem costs 3CP; otherwise, it costs 2CP.



    Automatically Appended Next Post:
    A middlingly beefy monster, the Fomoroid is less powerful on the offense than, say, a Carnifex or Deff Dread, but about as durable. Its real uses come in its abilities: its aura of twisting, unreal architecture allows it to reinforce or subvert nearby cover, giving TZEENTCH allies "camo cloaks" for invulnerable saves, and robbing enemies of cover bonuses.

    More dramatically, it can reforge the enchantments on a friendly unit's inferno weapons, swapping out the -2 AP bonus for a different one each turn: Agnis cancels out the loss of AP, and so is only relevant for the Stratagem. Asphyx gives you extra hits against low-Toughness swarms (assuming BS3+, that's +25% hits against T5, +50% against T4, and +75% hits against T3). Alkhahest turns your bolters into budget anti-VEHICLE guns, by doubling Strength and adding +1D, but knocking you down to BS4+. Finally, Azothite turns your bolters into budget sniper rifles, which ignore Look Out, Sir and hit roll penalties, and have a 30" range.

    The Stratagem allows you to double up on enchanted abilities - meaning you can have inferno bolters that are BS4+, Rapid Fire 1, Strength 8, AP-2, D2. Or BS4+, 30" Range, Rapid Fire 1, Strength 8, AP-0, D2, ignore Look Out Sir and hit roll penalties.

    This message was edited 7 times. Last update was at 2021/09/09 23:28:52


     
       
    Made in us
    Faithful Squig Companion



    Aloha, Oregon

    Select one of the abilities below; while a weapon is enchanted, its Armour Penetration characteristic is reduced by 2, and it has the selected ability. Each weapon can only be enchanted once per turn.
    -- Agnis: Improve this weapon’s Armour Penetration characteristic by 2.


    I think these two effects basically cancel out no?

    I really dig the idea of pulling such a cool model into 40k, and unlike most this looks like a pretty balanced attempt at it.

    This message was edited 2 times. Last update was at 2021/08/23 15:39:44


     Nurglitch wrote:
    Roboute Guilliman was dead for most of his career. He got better.
     
       
    Made in gb
    Lord of the Fleet






    London

    I kinda get the fluff idea, sounds pretty cool. I think the Artisan rule is a bit OP combined with the strat; for 1CP my squad of Rubrics can target characters freely with 30" S8 AP-2 D2 Bolters. Yes the BS is reduced by 1 but there are ways around that.
       
    Made in gb
    Dakka Veteran




     Valkyrie wrote:
    I kinda get the fluff idea, sounds pretty cool. I think the Artisan rule is a bit OP combined with the strat; for 1CP my squad of Rubrics can target characters freely with 30" S8 AP-2 D2 Bolters. Yes the BS is reduced by 1 but there are ways around that.
    Glad you like it, but that sounds a bit off? It looks like you're combining 3x enchantments instead of 2x, or combining 2x enchantments with "AP is not reduced"? You get one of those three benefits, not all three. So for 1CP (and the Fomoroid) you can turn your boltguns into:
  • Range 24"; Rapid Fire 1; Strength 4; AP-4; Damage 1; Abilities: -
  • Range 24"; Rapid Fire 1; Strength 4; AP-2; Damage 1; Abilities: Each time a hit is scored with this weapon, if the unmodified hit roll is greater than the Toughness characteristic of that unit, that attack scores 1 additional hit.
  • Range 30"; Rapid Fire 1; Strength 4; AP-2; Damage 1; Abilities: Each time you select a target for this weapon, you can ignore the Look Out, Sir rule and any or all modifiers to the hit roll for that attack.
  • Range 24"; Rapid Fire 1; Strength 8; AP-2; Damage 2; Abilities: Each time an attack is made with this weapon, reduce the bearer’s Ballistic Skill by 1 for that attack.
  • Range 24"; Rapid Fire 1; Strength 8; AP 0; Damage 2; Abilities: Each time an attack is made with this weapon, reduce the bearer’s Ballistic Skill by 1 for that attack. Each time a hit is scored with this weapon, if the unmodified hit roll is greater than the Toughness characteristic of that unit, that attack scores 1 additional hit.
  • Range 30"; Rapid Fire 1; Strength 8; AP 0; Damage 2; Abilities: Each time an attack is made with this weapon, reduce the bearer’s Ballistic Skill by 1 for that attack. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule and any or all modifiers to the hit roll for that attack.
  • Range 30"; Rapid Fire 1; Strength 4; AP 0; Damage 1; Abilities: Each time a hit is scored with this weapon, if the unmodified hit roll is greater than the Toughness characteristic of that unit, that attack scores 1 additional hit. Each time you select a target for this weapon, you can ignore the Look Out, Sir rule and any or all modifiers to the hit roll for that attack.

  • Does that sound more appropriate? Should I rewrite the Stratagem to be more clear in its intent?

    CptMendoza wrote:
    I think these two effects basically cancel out no?
    Yes; it's purely there so that you can get AP-4 on bolters with the Stratagem, if you like. This ability isn't actually meant as an "upgrade" to the inferno weapons on its own; it just specialises them in different ways. Each type loses out to standard inferno bolts in different scenarios.

    This message was edited 1 time. Last update was at 2021/08/23 16:55:05


     
       
    Made in gb
    Lord of the Fleet






    London

    RevlidRas wrote:
     Valkyrie wrote:
    I kinda get the fluff idea, sounds pretty cool. I think the Artisan rule is a bit OP combined with the strat; for 1CP my squad of Rubrics can target characters freely with 30" S8 AP-2 D2 Bolters. Yes the BS is reduced by 1 but there are ways around that.
    Glad you like it, but that sounds a bit off? It looks like you're combining 3x enchantments instead of 2x, or combining 2x enchantments with "AP is not reduced"?
    CptMendoza wrote:
    I think these two effects basically cancel out no?
    Yes; it's purely there so that you can get AP-4 on bolters with the Stratagem, if you like. This ability isn't actually meant as an "upgrade" to the inferno weapons on its own; it just specialises them in different ways. Each type loses out to standard inferno bolts in different scenarios.


    Ah I get you now. I didn't realise the point of the "AP reduced by 2" clause was to turn the TS Bolters into a "default Bolter" state before upgrades are applied.
       
    Made in gb
    Dakka Veteran




    Update:
  • Tweaked melee stats to be less swingy
  • Changed the Ephemeral Masonry's ability to a less dramatic "re-roll wounds"
  • Stripped down the Stratagem, and altered its cost to 2/3CP for Rubrics/Scarabs
  • Modified the aura to only benefit invulnerable saves


  • For me, the aura – +1 to invulnerable saves if an ally is benefiting from cover and you're within 3" of that terrain feature – is the most potentially problematic part of this datasheet, because of its scope. Depending on the size and positioning of the terrain feature, you could potentially cover a large number of units. Changing it to invulnerable saves has greatly weakened it – for Rubrics in light cover, it's useless against AP 0, AP-1, and AP-2 weapons, as well as AP-3 D1 weapons – but it's still very potent. I'm torn between keeping its current form, and giving the Fomoroid +1A and changing the aura to:
    Architect of Insanity (Aura): While this model is within 6” of a terrain feature, non-TZEENTCH models cannot receive the benefits of cover from that terrain feature.
       
     
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