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==Presence in the Tabletop and Vidya== Enslavers come from the early days of [[Rogue Trader]], although most of their fluff comes from later works. Tabletop-wise, they were given rules in the [[Chapter Approved]] [[Creature Feature]], although no models were made for them. Homebrew rules: SPECIAL RULES Deep Strike: Enslavers may always opt to stay in reserve and enter play using the Deep Strike rules even in missions which do not use the Deep Strike rules. Enslavers cannot contribute dice to the Enslavement pool until they are on the tabletop. ENSLAVEMENT Each Slave Conduit contributes 1 dice to the pool at the start of each of the player's turn. Each Enslaver contributes 2D3 dice to the pool at the start of each player's turn. Each Enslaver Lord contributes 3D3 dice to the pool at the start of the player's turn. Dice are used to control enslaved units and to mind control new ones! The dice pool is used as follows: At the end of the Enslaver's movement phase it allocates dice to enslave units. At the start of the next Enslaver's turn the pool is refilled with the exception of dice that have been left with units to show they are in danger of permanent enslavement (see below). Enslavers count as psykers but their Enslavement dice cannot be countered by any known means, such as psychic hoods or Runes of Warding. CONTROLLING ENSLAVED UNITS Enslaved units automatically pass all Morale checks. ENSLAVING NEW UNITS Enslaving new units is achieved by allocating dice to them and rolling against the target unit's Leadership characteristic. A maximum of three dice can be allocated per enemy unit and one dice is lost per full 24" that there is between the closest Enslaver and the target (ie, 24"-47" β1 dice, 48"- 71" β2 dice, control is not possible at 72" or greater). Less than Leadership: The target is confused, in the opponent's turn the unit may only take a single move, shoot or fight action for the remainder of the opponent's turn. The unit may not take any actions or cast in the psychic phase. Equalling the Leadership: The target is confused and does nothing, the unit can take no actions in the opponents turn. The opponent must roll a D6 for each model in the unit remove one model from the unit for each 6 rolled on the dice to represent infighting β individuals being completely controlled and killing another unit member, ones winning freedom only to be slain by the others, suicidal incidents and so forth. -1 to the dice roll if the target is a Character. Beating the Leadership by 1: The Enslaver can cause the unit to move or shoot. Beating the Leadership by 2: The Enslaver can cause the unit to move and shoot at +1 BS. Beating the Leadership by 3+: The Enslaver can cause the unit to move, shoot and charge at +1 BS and +1 WS. Permanent Enslavement: Each time an enemy unit is affected by the Enslavers leave one of the dice from their pool with it. Once three dice have been accumulated the unit becomes fully enslaved and is part of the Enslaver's forces from then on. At this point the accumulated dice are returned to the Enslavers' dice pool. Mind Control: The Enslaver's effect gets more powerful the closer you get. Within 12" units are at Ld -2, within 24" -1 Ld. Psykers suffer an additional -1 at any range. Slave Conduit 5 model's to a Unit. M 8" WS 5+ BS 6+ S 3 T 3 W 1 A 1 LD 10 SV 5+ 50pts Psychic Lash Melee -0 1 *On a wound roll of 6+ the target suffers a mortal wound. Warp Form: Unit has a 4+ Invulnerable Save. Warp Horror: Enemy units that are within 6" must subtract 1 from their Leadership. Enslaver M 6" WS 4+ BS 6+ S 5 T 5 W 5 A 4 LD 10 SV 5+ 150pts Focused Psychic Lash Melee -0 1 *On a wound roll of 5+ the target suffers a mortal wound. Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times. Warp Form: This model has a 4+ Invulnerable Save. Warp Horror: Enemy units that are within 12" must subtract -2 from their Leadership, units within 24" must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range. Enslaver Lord M 6" WS 4+ BS 6+ S 7 T 7 W 9 A 6 LD 10 SV 5 +300pts Psychic Storm Melee -0 1 *On a wound roll of 4+ the target suffers a mortal wound. Enslave: Select a target that is visible to the user attempting to enslave the target. This may be used any number of times. Warp Shift: This model has a 3+ Invulnerable Save. Warp Horror: Enemy units that are within 12" must subtract -2 from their Leadership, units within 24" must subtract -1 from their Leadership. Psykers suffer an additional -1 at any range. Warp Eternal: The first time this model is destroyed, roll one D6 at the end of the phase. On a 4+, set this model back up on the battlefield as close as possible to where they were destroyed and not within Engagement Range of any enemy models, with D6 wounds remaining. In [[Warhammer 40,000: Gladius - Relics of War|Warhammer 40k Gladius]], they appear as a dangerous neutral creature which can be found defending the various hovering artefacts scattered around the map, and they viciously attack players and computers alike once one is close enough. Living up to their name they are capable of psychically enslaving units (thankfully only one at a time for balance reasons) and turning them against their former allies (cept for the Necrons, for obvious reasons). You can regain control of the unit by killing the enslavers, freeing them from their power. One can also choose to kill the enslaved unit if going after the enslavers is either too risky or in the situation that they manage to escape from your grasp (like levitating out to the nearby sea), but this will grant them the opportunity to enslave a new unit yet again until they are disposed off once and for all. .
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