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Grunt13’s Thyrrus Codex (proposed codex)

CODEX Thyrrus

Author’s Note:

This codex is outdated, for a pdf of the latest rules click link.

http://www.dakkadakka.com/dakkaforum/posts/list/392315.page


Intro:

The thyrrus are an odd race that have engaged in increased antagonistic behavior towards the occupants of the galaxy in recent history. They seem to engage in warfare solely for the spectacle that conflict creates. Their entire combat dogma seems to revolve around creating elaborate displays of military performance and little else.

The thyrrus have a cephalopod like ancestry baring a resemblance to the octopi of ancient Earth. They lack a skeletal structure and possess a cartilaginous column to support their body mass. Multiple dexterous tentacles serve both mobility and fine motor manipulation while four thin multi-jointed arms sprout from what passes as their torso allowing for gross manipulation and the handling of specialized tools. The thyrrus use direct cellular osmosis for both feeding and breathing; this omits the requirements for a dedicated circulatory, respiratory, and digestive systems. Lacking such vulnerable biological structures makes thyrrus incredible difficult to seriously injury and allows them to survive in many environmental extremes. It is believed that the thyrrus breed via spawning and possibly utilizing asexual reproduction leaving their young to develop independent of parental care as many simple marine creatures are want to do. It is their epidermis displays that the thyrrus are most noted for; they are able to produce amazing effects of bio-luminosity. With no record of the thyrrus utilizing sonic communication it is likely that these visual displays combined with body motion forms the means of their language. It is believed that the thyrrus are effectively deaf and rely solely on visible perception for information exchange.

The thyrrus seem to possess semi-warp capable space vessels, but it is difficult to gauge their abilities accurately as their home-world is unknown and there is not enough of salvaged tech to proper postulate on their space fairing abilities. The thyrrus make extensive use of plasma technology, most notably their plasma projectors that combine plasma with a peculiar encasement field to create an excessive display when fired, searing plasma plays upon the field to create a glowing aurora effect. When the shot hits a target the field ruptures spilling its contents upon the target in a flashing display. Such a delivery method allows the plasma to be utilized in a liquid medium, something that would otherwise prove fatal to the operator. The thyrrus are also noted as using missile, laser, and gas-based weaponry all designed to create decorative effects when employed, often to the point where style is prioritized over combat capability. In addition to their own bio-luminosity the thyrrus employ a plethora of lights and visual effect on their machines from portable weapons to vehicles of war.

The thyrrus are more suited to operate in a liquid body than dry land and it appears that the majority of thyrrus technology works equally as well under water. Vid captures of the destruction of thyrrus vessels shows great quantities of liquid spilling out of their ruptured hulls suggesting that their ships are at least partially filled with a liquid medium. While on land their tentacles provide their ambulary locomotion and they travel in a sluggish crawl, while in water they are far more agile. There have been many encounters where the thyrrus emerged from bodies of water to engage imperial outposts.

It appears that the thyrrus fight wars just for the mass spectacle generated by the conflict. Every aspect of their military doctrine appears to revolve around the creation of intense battlefield phenomenon. When the thyrrus engage in warfare, the battlefield is lit with their multiple displays of lights from the natural luminosity of the thyrrus’s biology, their light-emitting machines, and of course the by their weapon fire. Glowing plasma, corkscrewing missiles and shafts of bright lasers color the battlefield as the thyrrus engage their chosen foe.

The thyrrus engage in foolhardy behavior on the battlefield often to the point were it seems they are pointlessly sacrificing themselves. Battle is treated as a vast performance with every thyrrus striving to create the most impressive display even at the cost of their lives. This oddity is furthered by how the thyrrus seem to refuse to capitalize on their victories. There hasn’t been an observed occasion where a thyrrus army claimed territory or resources from a defeated enemy. Even the warmongering orks will loot and colonize the worlds they seized in their battles; the thyrrus simple have no interest in such prizes. Where more sensible races fight for a material purpose, the thyrrus simply fight to for the sake of warfare. Because of this, the imperium has been relatively slow to react to the thyrrus menace, as the lost of lives and military resources against the thyrrus is manageable; as the thyrrus are not likely to deprive the imperium of one of its worlds. It has been postulated that the thyrrus are engaging in a ritualistic culling of their numbers; that they are engaging in a bizarre form of population control by attacking other races. Thyrrus reproduction could potentially spawn large yields of offspring, which may require their needless aggression as a biological imperative to prevent over-crowding.

The thyrrus seem to only engage in antagonistic relationship with the other members of the galaxy. They have attacked human, ork and q'orl worlds, and exhibit no indicator that they trade or even communication with other aliens. But there have been circumstances were thyrrus have been seen fighting alongside eldar corsairs and other groups of pirates. It is theorized that a small clutch of thyrrus may be persuaded to join an alien force for the prospect of finding conflict elsewhere in the galaxy.

Army Special Rules:

Marine Physiology: In many ways the thyrrus are more suited to move through liquid bodies than dry land. Treat water features as open terrain to the thyrrus; also, units no longer count as slow and purposeful when moving through water features. This rule applies to every unit in the thyrrus codex including vehicles.

The Show: When the thyrrus engage in warfare they emit bright colors and stand boldly in front of their enemy. Hiding behind cover is counter-productive to these grandstanding creatures. No unit in the thyrrus army can claim a cover save from being obscured by terrain features. Also the night fighting rules do not apply when fighting the thyrrus, as enough light is being flashed through the battlefield to negate the lack of nature illumination. Other rules imposing the night fighting limitation due to wargear or trait apply as normal.

Plasma Splasher: Thyrrus make heavy use of weaponized plasma. Whereas the imperium, eldar and tau project plasma as clean bolts, the thyrrus weapons launch their payloads as globs contained within an encasement field. When it strikes its target the plasma sprays about the vicinity. This delivery method serves to create the elaborated displays the thyrrus crave, but also has a secondary effect of mitigating cover as plasma washes over the area.

Plasma Splashers require opponents to reroll successful cover saves as the plasma tends to wash over terrain that would otherwise protect them from conventional weaponry. For targets that have the vulnerable to blast rule, treat all weapons with the plasma splasher rule as if they were blast weapons.

Main Scene: The thyrrus are know for their bizarre battlefield maneuvers. This, typically, is centered around the figures know as propmasters. An entire thyrrus force will perform a sweeping change of tactics during a confrontation often boggling the minds of their opponents.

Once during the game the thyrrus player can decide to have their Performance roll effect every one of their units in their force regardless of their distance between them and a propmaster or if there is even a propmaster in the force. Declare at the start of the turn that it is the main scene then take the Performance roll. This roll is not affected by directing staffs (see propmasters).

Army List

HQ

Propmasters


These individuals form the guiding minds of the thyrrus forces; they are also the apparent nexus of the thyrrus’s erratic behavior. The thyrrus language of light displays and body motion is still unknown to imperial scholars, so it can only be speculated how much of a leadership role the propmasters take on the battlefield. Are they actually directing the thyrrus force with their behavior or are they just exhibiting typical displays? Imperial doctrine calls for the targeting of these individuals, as their removal tends to reduce the level of bizarre behavior of the thyruss forces.

WS BS S T W I A LD SV Points
Propmaster 3 3 3 4 2 3 2 9 - 30

Stubborn, Feel no pain, slow and purposeful, Individual

1-3 propmasters may be taken as a single HQ selection

Weapons: Plasma Projector

Options: Propmasters may replace their plasma projector with one of the following; a decorative banner for 20 points , a directing staff for 25 points, or venom claws for 5 points. The propmaster may purchase a channeler’s backpack for 5 points and glow for 5 points.

Performance: The thyrrus in proximity to the propmaster tend to engage in bizarre combat tactics that seem to favor the thyrrus despite the nonsensical behavior exhibited. Thyrrus victories have been contributed to unbelievably luck by their imperial opponents, as the human generals find it hard to conceive that the thyrrus would actually be successful given their tactics on the battlefield.

Roll a D6 at the start of every thyrrus player’s turn. All thyrrus units with 6 inches of a propmaster are affected by the result of the die, if broken these thyrrus will auto rally as long as they are not within 6 inches of an enemy unit. Units must stay within range of the propmaster in order to benefit from the effects. Effects last until the start of the thyrrus player’s next turn.

Roll Effect
1) The thyrrus become indifferent to casualties and stand steadfast despite what befalls them. The effected units are fearless.
2) The thyrrus hold their position and blast away at their targets. The unit may not move or assault, but will fire their guns twice during their shooting phase. Targets that do not possess guns or line of sight blast their weapons into the air or wave their appendages to compete for attention. (units arriving from reserve are not effected)
3) The thyrrus light up glowing and shifting patterns to their full capacity. The effects are highly disorienting to those attempting to target them. All infantry units count as possessing a 5+ cover save and defensive grenades, vehicles count as obscured with a 5+ cover save.
4) The thyrrus fall back unexpectly. All infantry units possess the hit and run ability and must attempt to use this ability if they are in combat.
5) The thyrrus surge upon the opposing army with manic zeal. The effected infantry units possess the rage and fleet universal rules.
6) No unique passion afflicts the thyrrus at this junction. There is no effect upon the units this turn.

Tragic Figure:


This particular thyrrus seems to stand out among the others. Outfitted in a thespian suit this creature plays the role of champion to the thyrrus force. These individuals seem overly eager to subject themselves to the dangers of the battlefield and will often seek out the most impressive of opponents to duel in mortal combat. Suffice to say they do not possess a high level of survival.

WS BS S T W I A LD SV Points
Tragic Figure 3(5) 4 3(5) 5 (4) 3(5) 5 10 3+ 85

fleet, fearless, individual

Weapons: energy lashes, plasma projector

Thespian Suit: The walker increases many of the thyrrus’s characteristics. One trade off for this is the thyrrus loses its feel no pain ability as machine components are vulnerable to battlefield damage.

Quest: The thyrrus has the preferred enemy rule when battling independent characters or monstrous creatures.

Options: The tragic figure can replace its plasma projector for a spiker or pyro-launcher for 10 points. A channeler’s backpack may be purchased for 10 points and glow for 10 points. The tragic figure may purchase grand exit, command banner, and/or fated duel for 10 points apiece.

Grand Exit: The Tragic figure has set up its thespian walker to go out with a bang. Triggered either by the individual or its death, a plasma-based explosion engulfs those nearby to the tragic figure. In the combat phase the tragic figure may cause the explosion instead of attacking normally. Place a five-inch blast centered on the tragic figure inflicting a strength 6 AP 3 hit on the models under the template. The explosion will also be triggered by the removal of the tragic figure’s last wound regardless of what phase this occurs. Casualties taken in the combat phase count as close combat casualties, casualties taken in the shooting phase may cause a fallback test.

Command Banner: The tragic figure is engaged in a personal quest which may cause it to disregarded the erratic behaviors seen by other thyrrus. A tragic figure and the unit it joins may chose to disregard a performance roll. Make this decision after the roll has been made.

Fated Duel: One opponent is singled out by the tragic figure as the one that it is destined to face in mortal combat. Often battlefield events place these two enemies in direct combat. The thyrrus player must chose between their opponent’s highest priced character or highest priced monstrous creature as the tragic figure’s nemesis. The tragic figure may not move unless that movement brings it closer to its nemesis, ignore this restriction if the model is not on the table. The tragic figure gains a 3+ invulnerable save against all wounds except those inflicted by its opponent. This save is lost when its nemesis is removed from the table.

Troops:

Thyrrus Warriors


The most commonly seen thyrrus are armed with plasma projectors. These units are able to unleash a frightening display from their weapons. The combination of their natural resistance to injury, dogged determination, and firepower makes these odd creatures surprisingly capable in military campaigns.

WS BS S T W I A LD SV Points
Thyrrus Warrior 2 3 3 4 1 2 1 7 - 10

Stubborn, Feel no pain, slow and purposeful,

Unit size: 5-20

weapons: Plasma Projector

Options: For every 5 models one model may replace its plasma projector for a spiker or a pyro-launcher for 5 points.

Elites

Thespians


On land the thyrrus are slow and clumsy; they are separated from the natural medium. Thespians use armored suits to compensate such shortcomings. Operated by their tentacles, thespians are eerily graceful. The suits are armed with three lashing cords flooded with crackling energy. A unit of thespians are able to turn the tides when the thyrrus are beset in close combat, often held in wait until the thyrrus are in danger of being over run before arriving as a deus ex machina delivering a thyrrus victory.

WS BS S T W I A LD SV Points
Thespian 2(4) 3 3(5) 5 (2) 2(4) 3 8 3+ 40

fleet, stubborn

Unit size: 1-6

Weapons: energy lashes, plasma projector

Options: One out of every three thespians can replace its plasma projector for a spiker or pyro-launcher for 5 points.

Suit: The suit increases many of the thyrrus’s characteristics. One trade off for this is the thyrrus loses its feel no pain ability as machine components are succesable to battlefield damage.


Channelers:


These are perhaps the oddest of the thyrrus combatants. The thyrrus are not built for the hand-to-hand combat (on land anyways), thyrrus’ arms lack both strength and dexterity and they are often at a disadvantage when combating stronger and faster opponents. Channelers are a rather ingenious method the thyrrus employ to counter their general lack of competence in direct combat. These thyrrus utilize electric channeling staffs for close combat engagements. Current flows around these thyrrus threatening anyone in proximity to them, crackling brightly in typical thyrrus showmanship. These bolts strike faster than any living opponent can react, lashing out at anyone who would stand too close to the channelers.

WS BS S T W I A LD SV Points
Channeler 2 3 3 4 1 2 1(0) 8 - 10

Stubborn, Feel no pain, slow and purposeful,

Unit size: 5-20

Weapons : Channeler’s rod and backpack, defensive grenades.

Current: Channelers do not make normal attacks in hand to hand combat instead they wave about the rods in a ceremonious manner. These rods affect any unit in combat with the thyrrus. Every model within striking distance must roll to see if they suffer a hit. This also includes friendly thyrrus in multi-unit combats unless they are also equipped with a channeler’s backpack. The roll to determine if they are hit is based on the number of thyrrus are in the channeler unit (see below). The current always strikes at initiative 10 regardless of other factors. The hits are distributed as shooting hits with a strength of 5 and a AP of 4. Only models that are able of contributing to the combat are affected. Friendly models not possessing a backpack will be affected if they are within 2 inches of the unit. Channeler's will have this effect to any nearby units even if they are not in combat. Any model friend or foe within 2 inches of a unit of channelers with be affected during the assault phase unless they are protected from the damage via a backpack.

Model Count Hit On
1-2 6+
3-4 5+
5-6 4+
7-8 3+
9+ 2+

Vehicles: When introduced to the armored hide of a vehicle the charges flash through the hull cooking ammunition and destroying peripheral circuitry. Vehicles in base to base conduct with a Channeler in the assault phases takes a glancing hit per Channeler in contact. Resolve the strike at initiative 10 as normal.

Fast:

Drop pod: 20 points

This mode of entry is particularly favored by the thyrrus, so much so that the thyrrus have been known to build large cannons to fire pods high into the air dropping units of thyrrus directly into the battlefield in dramatic fashion. These pods are filled with a shock resistant liquid that combined with the Thyrrus’s own durability allows them to enter the battlefield in such a reckless manner.

Any unit of thyrrus warriors or channelers can purchase a drop pod upgrade in which case the unit is now consider a fast selection regardless of its previous designation. This upgrades gives the unit the deep strike ability.

Water feature: 50 points

The thyrrus are completely at home in the water and are able to use their marine nature to advance upon their opponents. Enemies of the thyrrus have reported seeing entire armies emerge from bays and other waterways, the thyrrus often attack territory with such features for them to exploit.

Place feature(s) after deployment sides are picked but before placement. This feature should be no larger than 6 by 8 inches and most be placed in direct contact with a table edge so that one of its sides is plush with the table edge. This boarders of the water feature not in contact with the table edge is considered to be an extension of the thyrrus player’s table edge in terms of bringing reserves onto the table. The edge of the feature is where the thyrrus units enter the game, once they arrive they may choose to move into the water feature if they desire. Water features count as difficult terrain to non-thyruss armies.

HEAVY:

Stagehands:


Thyrrus artillery units follow the thyrrus theme of extreme displays. Operated by a pair of thyrrus warriors these weapons provide support fire to the advancing thyrrus army.

WS BS S T W I A LD SV Points
Stagehands 2 3 3 4 1 2 1 7 - 50

Stubborn, Feel no pain, slow and purposeful, artillery, individuals

unit size: 1-3 pieces may be taken per single heavy selection.

individuals: The stagehand pieces (two gunners and their artillery weapon) behave as independent characters. The stagehands can join and leave units as freely as an independent character.

Options: Stage Hands are equipped with either a Gas Canister Launcher or Light Caster. A stagehand unit is composed of two thyrrus operators and an artillery piece. Stagehands purchased under the same heavy selection may have a mix between gas canisters and light casters.


Crescendo Tank


Thyrrus armored vehicles take a plethora of forms, crescendo tanks are named after their chief armament. Its hull is designed to replicate the natural luminosity of the thyrrus, shifting patterns and colors as it rides into battle.

BS Front Armor Side Armor Rear Armor Type Points
3 12 12 10 Tank 100

Unit Size: Crescendo Tanks can be purchased in squadrons numbering 1 to 3 vehicles.

Stable: Due to the sturdiness and unflappable nature of its inhabitants, a Crescendo Tank can absorb strikes that would typically be very disruptive to a non-Thyrrus crew. The vehicle is unaffected by shaken or stun results when rolling for damage.

Weapons: one turreted mounted crescendo cannon, two hull-mounted twin-linked plasma casters.

Options: The plasma casters can be replaced with stingers or pyro-launchers for 20 points. A thyrrus spotlight, propmaster banner, and channeler rods may be purchased at 10 points a piece.

Vehicle upgrades:
Thyrrus Spotlight: Treated this instrument as a defensive weapon with a range of 36 inches. The spotlight can be shined on a target other then the one the tanked fired upon, it will always affect its target with no roll to hit or wound necessary. The unit targeted by the spotlight will be exposed to a light display that will disorientate and befuddled their perspective. During their next shooting phase any unit they fire upon will receive a 4+ cover save due to their impaired aim.

Propmaster Banner: The vehicle has the same effect as a propmaster performance ability, giving a six-inch range of effect from its base. This effect is lost if the vehicle is destroyed.

Channeler Rods: The vehicle counts as possessing a channeler’s backpack and rod. The vehicle is treated as a single channeler and will inflict a hit on a 6+ to any model within 2 inches of it, or a single glancing hit if it is a vehicle. Taking this upgrade will also protect the tank from receiving damage from nearby channelers.


Trumpeters:

These thyrrus favor the more elaborate and specialized weapons in the thyrrus arsenal.

WS BS S T W I A LD SV Points
Trumpeters 2 3 3 4 1 2 1 7 - 10

Stubborn, Feel no pain, slow and purposeful,

Unit size: 3-10

weapons: Plasma Projector

Options: Up to four models may replace their plasma projector for a spiker or a pyro-launcher for 5 points.


WARGEAR:

Channeler rod and backpack: The rod and backpack used by the channelers; these tools generate and channel a current of energy around the thyrrus. Anyone, friend or foe, who gets within proximity of a unit of channelers risks getting struck by the arcs of energy that dances around them. These weapons send their energy jumping from rod to rod, the channelers themselves are relatively protected from the effects by their equipment. Only models that are able of contributing to the combat are affected by the current. Friendly models who do not possess a back pack will be effected if they are within 2 inches of the unit. (see channelers for further rules)

Crescendo Cannon: Following the same design as the plasma projector but to a much larger scale the crescendo cannon is to the plasma projector what a lascannon is to a lasrifle. The display created from the weapon lights up the battle field and when the shot meets its target the rupturing encasement field saturates the area with scorching plasma

Range: 36 Strength: 8 AP: 2 Large blast, pinning, plasma splasher, melta

Decorative Banner: A finely tailored and excessively patterned banner carried by a propmaster. This item seems to strengthen the propmaster’s effect on the thyrrus. The range of the propmaster’s effect is increased to 12 inches.

Directing Staff: This staff is waved about in the air in a celebratory manner by the propmaster; it seems to hold an almost religious significance to the thyrrus. If the there is a propmaster with a directing staff on the table the thyrrus can reroll the effect for the performance. It may be used in hand-to-hand combat in which case the directing staff counts as a two (really four) handed weapon. Do not roll to wound when struck with the weapon. Have the victim take a leadership test for every hit inflicted; if the test is failed removed the model from play, invulnerable saves may be taken. Otherwise no damage has been inflicted.

Energy Lashes: These large mechanical tentacles are a common armament of the thespian walkers. Charged with crackling energy, these weapons can bisect an opponent with a casual swipe. Victims of the lashes have their nervous system fried as the charge wreaks havoc upon their neurons. Energy lashes are both power weapons and poison (4+) weapons.

Gas Canister: An artillery weapon used by the stagehands that lobs gas canisters. The canisters sent spiraling into the opponent’s ranks releases a black coiling cloud of smoke. This gas attacks the skin, mucous membranes, and respiratory system of those it hits. The smoke also adheres to surfaces, cloggy respirators and obstructing visors. These weapons have been very effective at breaking entrenched units and destroying moral.

Range 36, Strength X AP 6, Large blast, Barrage, Disruption, Gas Attack

Strength: The gas canister is a poison attack that wounds models on a 4+, vehicles are unaffected, but they will inflict a single glancing hit against open topped vehicles.

Disruption: The effect the gas canister has on troops is devastating. Being engulfed by the thick poisonous cloud and hearing your comrades gasping and dying as they fall to its effects offers a lot of encouragement to leave the general area. Instead of taking a pinning test or normal fallback test take a leadership test adding one to roll for every casualty caused by the attack. Units that fail, fallback broken just as if they failed a morale test. Fearless units have to take no retreat wounds as if they lost combat by the number of wounds caused by the attack.

Gas Attack: Sheltering behind a wall offers no projection against this type of attack; gas canister attacks do not allow cover saves.

Glow: All thyrrus enter the battlefield lit with both natural and machine induced illumination. But some are grandstanding by creating an extreme effect; these thyrrus flash much brighter than those around them, fluctuating colors in disorientating patterns which mesmerizes those looking upon the them. It is difficult to target such an individual, the thyrrus counts as having a 5+ cover save and defensive grenades. Also enemies who wish to attack the character in hand to hand must first pass a leadership test or only be able to hit the character on attack rolls of sixes, the models may chose to target another model after failing the test in which they roll to hit as normal.

Light casters: Used as an artillery piece, a light caster is a series of high powered lasers that are able to contest heavy armor. Each laser fires in differing wavelengths of the visual light spectrum causing bright flashes of primary and secondary colors streaking across the battlefield.

Range 36 strength 9 AP 2 Heavy 2

Plasma Projector: This weapon is the chief armament of the thyrrus forces. It unleashes a powerful plasma blast contained within a temporary field; the two forces play upon each other giving off a colorful aura effect. The energy of the shot is dedicated as much to emitting a bright display as it is to destroying its target, much of the power of the shot dissipates creating a visual presentation reducing the damaging effect of the shot at a distance. Targets in short range of the weapon find themselves absorbing the full, un-depleted force of the weapon.

Range 18 Strength 5 AP 4 Assault 1 pinning, plasma splasher, short range.

Short range: When striking targets within 6 inches of the firer, the gun’s profile is considered strength 6 and AP 3.

Pyro- launcher: This weapon is a multi-tube grenade launcher that fires shells that explore in varying shapes and colors with a loud crack. An assortment of different shells, exhibiting a variety of effects, are fired according it the handler’s discretion. Explosions from these shells are extremely bright and loud, those hit are known to suffer severe eye and ear damage in addition to effects cause by concussion and heat.

Range 18 Strength 5 AP 6 assault 1, blast, fireworks

Fire Works: The pyro-launcher causes any unit it strikes to take a pinning test even if no casualties where inflicted. Take this test in addition to a normal pinning test if the firing unit also inflicted casualties with weapons that cause pinning. For every addition pyro-laucher in the firing unit subtract one from the leadership of the targeted unit for the pinning test caused by this weapon.

Spiker: Sharing the basic design and function as a missile launcher. A spiker sends corkscrewing missiles towards the enemy armor. These missiles leave at thick trail of multi-colored smoke as they plunge towards their target.

Range:18 Strength: 8 AP 2 assault 1

Venom claws: This weapon takes the form of four bladed gantlets. Wearing these claws allows the thyrrus to lash out with its arms delivering its lethal toxins on contact. Victims of venom claws experience wild spasms that culminate to where they are violently flopping on the ground with such convulsions that muscles tear and bones break. With this instrument the thyrrus have found a way of making their opponents a flamboyant component of their performance. Venom claws increase the thyrrus attacks by 2 and makes their attacks count as a poisonous (4+) attacks.

Proposed Tactics

Easily out maneuver, the army needs to entrap opponents and restrict their movement while being wary of getting within assault distance. They are skilled at laying siege to fortified positions with many of their weapons reducing the benefits of cover. The thyrrus are able to bring a tremendous amount of morale damping firepower leaving their targets shell shocked and stunned as the thyrrus slowly advance upon them.

They possess very tough units that can take a beating but generally should avoid most combat situations. The thespian suits and channelers help mitigated this army wide weakness, but the thyrrus are not a close combat army and the walkers and channelers should be used as counter charge units to protect the thyrrus force from being swarmed in hand to hand combat.

Playtesting Results:

Round 1


I played a series of trials using my thyrrus against other armies ranging from single unit combats to small 750-point games. The general conclusion from these battles is that the thyrrus in their earlier state at least, were rather underpowered. I have been making tweaks and price corrections to attempt to mitigate this, making a series of changes for competency. One thing I noticed that the thyrrus were far too disadvantaged when combating vehicles. This has been address by giving chandlers the ability to glance vehicles and splitting the stagehands into single model units to spread around anti-vehicle firepower. I kind of corrupted the first playtesting round by making adjustments to the codex after each battle. Now that I am fairly comfortable this the current codex and its ability to compete against other armies I will have a second round of playtesting which I intend to produce battle reports.

Round 2

Battle Report 1
Battle Report 2

Fluff Piece

Inquisitor’s Note:
In light of increase thyrrus aggression efforts by the imperium been made to access their capabilities, tactics, and their odd motivations that make them lash out at other races. Scribe Chaplin has complied a theoretical account of a thyrrus/ork engagement based on salvaged evidence and a compilation of witness testimony.


Scribe Chaplin
Date Imperial 5.124.203.M41
Thyrrus / Orkiod Encounter (Witness Testimony)

The contested world of Rangle 5 was besieged by orks who successfully made beachheads on several continents. Eventually a proper imperial response was mustered to reclaim the world. It was after taking the planet back did the imperial intelligence learnt of a period of thyrrus involvement during the planet’s occupation.

Information was gathered on this incident by a multitude of imperial citizens that were employed as slave labor by the conquerors, stripping metal for ork industry. While in their malnourished states these individual make rather poor witnesses, there is a large enough correlation between their stories to create a somewhat credible report. The site of where the attack occurred was located by a heavily polluted bay fed by industrial runoff. Orks were overseeing the human slaves and assembling their crude vehicles, which were abundant in the area in varying stages of construction.

The thyrrus emerged from the toxic waters, this first wave was composed of thyrrus warriors and artillery pieces. The tentacle aliens would have been able to approach right up to the beleaguered orks save for their insistence on their visual displays. The squid like creatures crawled up the bank waving their tentacles and simmering their colorful patterns across their stunted forms. These creatures fired upon the orks with globs of glowing plasma. The ork vehicles burst and warped under the odd barrage.

Ork mobs formed quickly and closed on the emergent thyrrus, many human slaves used this confusion to flee; others threw themselves to prone positions as the two alien forces engaged each other. Canisters were launched into the crowds occupying the assembly lines and other congested areas releasing a viscous black gas. Suffocation and poisoning fell ork and human alike, as victims fuddled through the thick dark clouds, clutching their throats and eyes. The humans fled in blind panic to distance themselves from the coiling smoke. Many survivors heavily stressed the panic induced by this form of attack, some still baring stains in their flesh were the gas cloud contacted skin.

Thyrrus plasma left burnt ork corpses littering the ground while ork shells burst around the unflinching thyrrus, where the odd shell found its mark rubbery flesh was blown off the stout frame without inflicting a significant lost of ability in most cases. It seemed like the thyrrus were competing with each other to draw the orks’ attention, glowing brighter and emitting contrasting patterns as ork shells sprayed them.

The thyrrus unhesitantly strove toward the charging orkiod mobs. Conflict was met across the beach with orks chopping, clawing, and biting at the squid-like intruders; who were generally unable to inflict injury upon the orks who chopped off tentacles, buried blades deep into glowing bodies, and tore off their segmented arms, while the thyrrus feebly lashed out with their arms and clubbed with their guns. The thyrrus glowed fierce displays, but didn’t produce any noises while the orks snarled and bellowed. The thyrrus biology tolerated a severe degree of injury before expiring, some continuing to fight despite being hacked nearly in half. The close combat was largely one sided with only a few orks falling, typically by being pulled down and was crushed by clutching tentacles. As the orks whittled down the thyrrus’s numbers another wave crested the beach. These thyrrus were armed with conducting rods and backpacks covered in protruding shafts; crackling energy leaped around these creatures as they crawled into the melee between the orks and the dwindling thyrrus warriors.

Electric bolts danced around these thyrrus into both the orks and surviving thyrrus warriors with no discretion between the two. Burst were periodically, a brief flash as a trail of lightening forked through the orks with a brief space of time while the charge built up for another firing. These electric thyrrus waved about their staffs in a ceremonious manner, while the burnt, but still living orks hacked at them. The greenskins were electrified by the scores by these combat-outfitted thyrrus, but the foolhardy orks piled around these lethal thyrrus despite their charred dead littering the ground.

Pods arced from the sea line, dropping behind the massing orks. Bags of fluid burst up the ground spilling a clutch of thyrrus warriors who immediately began firing plasma into the backs of the mobs. Thyrrus operating multi-legged walkers charged from the surf. These suits operated with speed and grace when compared to the crawling thyrrus warriors. Long lashes swung from these suits, crackling with energy. These walkers danced through the ork mobs severing limbs and bisecting bodies with their energized cords.

The losses were too much for the heavily depleted orks who started to break away from the combat, just as a large luminous tank emerged from the bay. A turreted main weapon launched a sphere of plasma striking an ork dreadnaught and blasted the vehicle to molten pieces. It was at this event that remaining humans that were still present in the area fled - the ones who survived to give testimony anyway.

The humans, who were more interested in surviving then properly accounting the conflict, only bore farther witness at a significant distance; observing the a creeping auras of the thyrrus and the typical loud commotion and explosions of the orks. The steady advance of the conflict through the ork held land gave many survivors the impression that the thyrrus were largely victorious in the conflict. When the imperium reasserted its presence on Rangle 5 little evidence of the thyrrus was presence in the area suggesting that they were either defeated or that they simple left the area after inflicting severe damage upon the orks.


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