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		<title><![CDATA[Latest posts for the thread "Demiurg: a proposed Codex"]]></title>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ after reading this thread:<br /> <a href="http://www.dakkadakka.com/dakkaforum/posts/list/243010.page" target="_blank" rel="nofollow">http://www.dakkadakka.com/dakkaforum/posts/list/243010.page</a><br /> I decided to try writing a alpha list for  Demiurg based on my idea.<br /> <br /> a "Builder Race" designed to create a a fortified gunline capable of offsetting the armies relatively weak yet expensive individual models.<br /> <br /> So im going to slowly add things to this thread as I come up with it, for the time being heres a <span class="glossaryitem" onmouseover='gp(56);'>HQ</span>, some elites and a heavy support.<br /> <br /> <br /> <u><b><span class="glossaryitem" onmouseover='gp(56);'>HQ</span>:</b></u><br /> <b><br /> Tech Minister</b><br /> Stats:<br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3. <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:5. S: 3. T: 5. W: 4. I: 2. A: 3. L: 10. <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>: 3+/5++<br /> <br /> Wargear: <i>Power Fist, Demiurg Rapid-Miner,  Mining Ray digital uplink.</i><br /> Special Rules: <i>Feel No Pain, Construct Command Keep, Independent Character, Relentless.</i><br /> <br /> Mining Ray Digital Uplink:<i> functions in all effects like orbital bombardment from the Space Marine codex</i><br /> <br /> Construct Command Keep: <i>Create a building with this profile within 12 inches of the <span class="glossaryitem" onmouseover='gp(67);'>IC</span> once per game</i><br /> <br /> <b>Command Keep</b><br /> Front <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 12. Side <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 12. Back <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 12. <br /> <br /> Special Rules: <br /> Command Synchronisation Array: <i>All models on the board may use the Tech Ministers Leader Ship. </i><br /> Void Shield Generator: <i>all models within 12 inches of the Command Keep gain a 5+ invulnerable save. Counts as a Weapon for damage chart Purposes.</i><br /> Immobile: <i>for all intents and purposes the Keep counts as being immobilised.<br /> </i><br /> <br /> <u><b>Elites:</b></u><br /> <br /> <b>Medic Keep</b><br /> Front <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11. Side <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11. Back <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11.<br /> <br /> Special Rules: Deep Strike. Immobile. Medical booth.<br /> <br /> Medical Booth: grants We'll be Back rule to all units within 24 inches. <br /> <br /> <b>Brother Engineers</b><br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3. <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4. S:3. T:4. W:1. I:2. A:1. L:8.  <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:-/4++<br /> Unit Size: <i>3-5 Engineers</i><br /> Wargear: <i>Demiurg Rapid-Lasers. </i><br /> Special Rules: Construct Repair Keep, Repair.<br /> <br /> Repair: <i>One Vehicle within 8 inches of the engineer unit may in the assault phase take a repair check. On a 3+ it gains +1 <span class="glossaryitem" onmouseover='gp(9);'>AV</span> on all sides for a turn. The engineers may be in a vehicle themselves and still give this effect to vehicles within 8 inches of the vehicle they are embarked on</i><br /> <br /> Construct Repair Keep:<i>Create a building with this profile within 12 inches of the Unit once per game</i><br /> <b>Repair Keep</b><br /> Front <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11. Side <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11. Back <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 11. <br /> <br /> Brother Engineers are the elite amongst the Demiurg Brethren. During times of peace each of them is a master in the art of mining; capable of prospecting potential ores in a moment and able too bring wrecked vehicles back to operational service in mere hours. During times of war they bring out the most potent mining lasers and use them too deadly effect, firing burning salvos into the enemy masses. During war they use their expertise to keep the defences and vehicles in pristine condition. <br /> <br /> Special Rules: <i>Immobile. Repair-ray.<br /> </i><br /> Repair Ray:<i> any vehicle within 24 inches of the Repair bunker, that may also draw line of sight between it and the repair keep,  can make the opponent role two dice for every penetration or glance on itself, the owning player of the Repair Keep may then choose which dice takes effect.</i><br /> <br /> <br /> <u><b>Fast Attack</b></u><br /> <br /> <b>Fast Response Carts<br /> </b><br /> <br /> Fast Response Carts: <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:4. Front <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:11. Side <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:10. Back <span class="glossaryitem" onmouseover='gp(9);'>AV</span>:10. <br /> Unit Size:<i> 2-5 Fast Response Carts</i><br /> Special Rules: <i>Open Topped, Fast.</i><br /> Equipment: <i>May be equiped with either Gas neutralisers or Demiurg Rapid lasers. Search lights. Hull Mounted Basic Laser.  </i><br /> <i><br /> <br /> Originally designed to speed down the compact mine shafts quickly and safely, these Fast Response Carts are small and nimble. In domestic use their function is to quickly get to disaster area's and return the shaft to normality. Too this end they are usually armed with Gas Neutralisers or Demiurg Rapid Lasers. These functions adapt well too the purpose of War, were jury rigged Gas Neutralisers create powerful explosions capable of blowing man and machine away.<br /> </i><br /> <br /> <b><u>Heavy Support:<br /> </u></b><br /> <b><br /> Gatling Cutting Beam Emplacement. 0-1<br /> </b><br /> <br /> Ballistic Skill 4. Front <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 13. Side <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 13. Back <span class="glossaryitem" onmouseover='gp(9);'>AV</span>: 12. <br /> <br /> Special Rules: <i>Deep Strike, Immobile, Sturdy. </i><br /> <br /> Sturdy: <i>The emplacement is specially designed to shrug of heavy firepower, any ap1 weapon shooting at the Bunker counts as having <span class="glossaryitem" onmouseover='gp(6);'>AP</span> 2.</i><br /> <br /> <br /> <br /> <u><b><br /> Armoury:</b></u><br /> <br /> Gatling Cutting Beam:<br /> <i>Rapid Shot Mode: Range: 48. Strength: 8 Armour Penetration: 2. Heavy 3<br /> Over Charge Mode: Range 60. Strength 10. Armour Penetration: 1. heavy 1. <br /> Self Defence Mode: Range 12. Strength 4. Armour Penetration: 4. Heavy 10. Twin Linked.</i><br /> <br /> <i>Originally a heavy duty mining laser capable of breaching the crust of a planet, the military potency of the Cutting Beam was soon obvious. It was equiped with multiple barrels capable of firing in different frequencies. Unfortunately the power packs required to power such an immense weapon are massive. requiring a specialist bunker to be built to house the high-technology to maintain and run a gattling Cutting Beam.</i><br /> <br /> <br /> Demiurg Rapid Lasers:<br /> <i>Range 36. Strength 5. Armour Penetration: 4. Heavy 2</i><br /> <br /> <i>Designed around the basic mining laser, the twin linking mechanism and extra power packs make these weapons considerably heavier than Basic Lasers.</i><br /> <br /> Gas neutraliser:<br /> <i>Range 18. Strength 8. Armour Penetration: 3. heavy 1, Blast</i><br /> <br /> <i>Designed to neutralise dangerous gas inside mines, these weapons fire a flare that ignite on contact with Gas. When improvised for combat use, Gas neutralisers actually fire two shots, a small gas shell that realises a highly flammable gas, followed by the ignition flare.<br /> </i><br /> Basic Laser:<br /> <i>Ranger 20. Strength 3, Armour Penetration: -. Assault 2.</i><br /> <br /> <i>The basic tool for mining, simple but effective laser that runs of mass produced power packs. <br /> </i><br /> <br /> <br /> <br /> <br /> thats only the begining but hopefully that'll help you get an idea of how the army would play, Low mobility, Fortifications.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Mon, 8 Jun 2009 23:51:51]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>Re:Demiurg: a proposed Codex</title>
				<description><![CDATA[ You're making it an overpowered high tech mining facility. It should be more like regular guys that work in mines. Seriously? Instantly making a free building that grants invulnerable saves and extreme leadership, every turn?<br /> <br /> More like: <br /> <br /> <u>Tropps</u><br /> <br /> <br /> <b>Mining Gang</b><br /> <br /> <span class="glossaryitem" onmouseover='gp(149);'>WS</span>:3 <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:2 S:3 T:4 I:2 A:1 <span class="glossaryitem" onmouseover='gp(82);'>LD</span>:7 <span class="glossaryitem" onmouseover='gp(157);'>Sv</span>:5+<br /> <br /> 10-50 Miners, 10 points/Miner<br /> <br /> Wargear: 2 <span class="glossaryitem" onmouseover='gp(20);'>CCW</span>'s or Laserdrill (Lasgun) and <span class="glossaryitem" onmouseover='gp(20);'>CCW</span><br /> <br /> Options:<br /> *The whole squad may take Frag Grenades:[/i]1point/model<i><br /> <br /> *The whole squad may take Helmets with Searchlights:[i]1 point/model</i> (Doubles night fighting viewing distance)<br /> <br /> *For every 10 men one may be equipped with one of the following Demo-Charge: <i>10 points</i>, Heavy Duty Laser Drill (Assault 1, Range 6" Str8 AP2): <i>10 points</i><br /> (Note Heavy Duty Laser Drill replaces previous weapon)<br /> <br /> *One Miner without any of the above upgradeas may be upgraded into a Hardened Miner and gets free <span class="glossaryitem" onmouseover='gp(14);'>BS</span>:3 and S:4: <i>15 points</i><br /> <br /> *The Hardened Miner may replace Laserdrill and/or <span class="glossaryitem" onmouseover='gp(20);'>CCW</span> with wargear from this list:<br /> -Laspistol:<i>free</i><br /> -Boltpistol/Boltgun:<i>2 points</i><br /> -Precision Diamond Drill:<i>5 points</i> (counts as power weapon)<br /> -Heavy Mining Tool:<i>20 points</i> (counts as power fist)<br /> -Heavy Duty Laser Drill:<i>10 points</i><br /> <br /> *The Hardened Miner may in addition also choose wargear from the following list:<br /> -Krak Grenades:[/i]2 points<i><br /> -Demo-Charge:</i>10 points[i]<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> <br />  ]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 18:53:29]]> GMT</pubDate>
				<author><![CDATA[ Werdes]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ Augh. The Mining Gang is terrible! They're like Orks, without any of the benefits, and almost double the points!<br /> <br /> @combo: You should probably limit the Command Bunker to only a 5+ Invulernable save, and I would recommend that you limit the range on the vehicle construction. Maybe 6" instead.<br /> <br /> Also, you should probably make the Repair effetcs work more like Techmarine/Techpriest Enginseer abilities that allow them to fix Weapon Destroyed results and, in the case of your army, possibly Crew Stunned/Shaken as well.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 20:19:42]]> GMT</pubDate>
				<author><![CDATA[ MinMax]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ Yeah I meant they could build one building per game, not per turn. I realise now I didnt clarify that. When I get chance to write more stuff up ill edit that then.<br /> <br /> Thanks for the advice min max.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 20:26:53]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ Be bold and do it right!<br /> <br /> Armywide Special Rule-  Short Legs-  Demiurg infantry models may only move 3" in the movement and assault phases.<br /> <br /> You could also represent the 'builder' aspect by giving them master crafting of the weapons.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 21:23:47]]> GMT</pubDate>
				<author><![CDATA[ Gitzbitah]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ added a Fast attack option. Im also going to write some background fluff for each one but Ill put that in a seperate post.]]></description>
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				<pubDate><![CDATA[Thu, 11 Jun 2009 22:16:32]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ Why not just allow them to purchase immobile vehicles (i.e. buildings) rather then linking it to characters, plus then they can be dropping them from space (since immobile vehicles enter via play deepstrike).  You could add some special rule to them to give them more control over the timing/location of their appearance, but I tihnk that might work better.<br /> <br /> <br /> Jack<br /> ]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 01:11:06]]> GMT</pubDate>
				<author><![CDATA[ Jackmojo]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ the question here is are you trying to remake squats or actually make the demiurg from scratch based on what little info we know about them?]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 01:24:07]]> GMT</pubDate>
				<author><![CDATA[ studderingdave]]></author>
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				<title>Demiurg: a proposed Codex</title>
				<description><![CDATA[ Im actually trying to make a faction with mechanics based loosely on the British faction from the Company of Heroes games. <br /> <br /> From what I understand about the Demiurg they are a sort of Brotherhood, based on high level technology and mining, with alot of their weaponry adapted from mining equipment.<br /> <br /> EDIT: Squats were before I started playing, so I wouldnt really know how they played anyway.]]></description>
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				<pubDate><![CDATA[Fri, 12 Jun 2009 12:00:54]]> GMT</pubDate>
				<author><![CDATA[ combo]]></author>
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