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==Celtic== Britain was a tantalizing jewel off shore of Gaul, and it was only natural that Caesar should lust after it. So Brutus was sent, as a reward for his aid uncovering an assassination attempt. His task was to destroy the Celts, who were commanded by Caratacus, a man growing more powerful (and more immortal) with each Celtic tribe he united. Brutus took a full legion, and invaded. But he was unprepared for what met him. His supplies dissipated, in small quantities, during the night. His men were harassed as they marched by blue-faced warriors. More than one Man Machine was destroyed by a falling tree. The men were quickly exhausted, and injured. And so when they arrived in a circle of standing stones, they were unprepared for what happened. The Machines stopped moving. Brutus set the smiths of Vulkan who had come to work at once. But the blue-faced demons burst from the trees, great swords in hand. The soldiers drew their blades, but with mere mortal force, the blades glanced off the hides of the blue beasts as though they were cut from stone. the Romans were set upon, and defeated, even before the Treemen stepped out of the forest. It is said that Brutus' head still screams litanies of hate from atop Caratacus' spear. Caratacus was pleased. A mere week later, he launched an assault on northern Gaul. The Romans there were caught by surprise, not yet having heard of the defeat of Brutus, and the Celts successfully seized an additional legion of Man Machines and established a foothold on the continent. ===Primary: Treemen=== '''5M 5W 5I 8L 3S''' 220pts Massive druidic trees covered in tusks, horns, and various charms. Animated by the elder Druids, the only ones powerful enough to supply the amount of power needed to create one. The druids give their lives to empower these, but the trees are forces to be reckoned with. ====Special Rules==== * '''Root:''' During move phase, Treemen may choose to become "rooted". When rooted, Treemen may not move, except to cease to be rooted. Uprooting and rooting both use all of a Treeman's move for that turn. Thus, a Treeman cannot root himself if he has moved, nor can he move immediately after uprooting. A Treeman is considered rooted beginning the turn '''after''' he uses his move to become rooted. He ceases to be considered rooted as soon as he spends the move to uproot. Treemen may choose to begin the game rooted. ====Options==== * '''Ancient''' (75pt) - Treeman gains 1 Size. * '''Regeneration''' (60pt) - When rooted, a Treeman may use his magic action to restore a single wound. * '''Constricting Vines''' (125pt) - Range 12. During the magic phase, a Treeman may choose to roll to hit a unit within 12". If successful, the unit takes no damage but will be unable to move at more than half its move value in its next move phase. Additionally, until that time, the unit counts as one tier less for being hit (not for wounding) by anything except Constricting Vines. * '''Hollow''' (75pt) - A number of models (no more than 15 models) may "hide" inside the Treeman, effectively being transported and protected from attack. A unit may spend half its move during the movement phase to be hidden; that unit is placed aside during transportation. The same unit may make ranged attacks while being transported, but can only make half the total attacks that the unit normally would be able to. The unit may spend half its movement to end transportation, and is placed touching the Treeman's base on any side (centered with the Treeman). While transporting units, the Treeman takes penalties of -1M, -1 to-hit, and -1 damage. Additionally, enemy units receive +1 to-hit against the Treeman. If the Treeman is destroyed, routed, or breaks while a unit is hiding, roll 1d10; [roll x 10]% of the unit survives (round up), and is placed where the Treeman was when it broke or was destroyed. This can force morale checks for breaking or routing as normal for damage dealt in a single incident. * '''Big Rock''' (20pts) - The Treeman starts with a one-use 24" ranged attack. ===Secondary: Bronze Boars=== '''6M 2W 4I 4L S2''' 50pts The Man Machines taken in the Standing Stones and at Gaul now bear little resemblance to their original state. plant matter suffuses and powers them now. Tusks sprout from their heads. ====Options==== * '''Bees''' (75pts per unit) - A hive of bees has moved into this Bronze Boar. They don't take kindly to enemies near their hive. All enemy units within 4" of the Bronze Boar have -1I * '''Quillhide''' (60pts per unit) - A friendly unit within 4" of this unit that can use javelins may use javelins as a ranged attack without expending javelins. If that unit does not attack in the turn, the amount of javelins available to it increase by one. * '''Thorny Hide''' (10pts) - In attacks in which they are not the initiator, each model with this does 1 extra damage. * '''Great Tusks''' (15pts) - +1 damage. * '''Eoganacht Boarmatron''' (40pts per unit) - This boar is the mount to one of the nobles of Eoganacht.Units within 4" gain +1L. * '''Bramble Boar''' (18pts) - +2M ===Tertiary: Woaden=== '''4M 1W 5L 7I 1S''' 15pts The warriors of the Celts are painted with Woad, a powerful substance which strengthens their hides. ====Special Rules==== * Woaden count as one tier higher for defensive purposes. * Woaden may not use formations. ====Options==== * '''Druid''' (50pt per unit) - the druid can provide defensive and speed buffs to the group. At the beginning of each turn, choose one benefit. the unit of Woaden gets +1M, or negate one wound from each attack. * '''Fae Blessed''' (60pt per unit) - this team has constant benefit of being under the watchful eyes of the Fae, protecting them by tricking their would be attackers. roll 1d10 each time a unit attacks the Woaden, they take that much damage as from a tertiary unit. * Woaden may use Javelins, Pole Arms, and Great Weapons.
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