Codex - Slaugth: Difference between revisions

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**'''Necrotic wand''' - Profile (Range: 12", Strength: 4, AP: 4, Rules: Pistol, 5+ Rot)
**'''Necrotic wand''' - Profile (Range: 12", Strength: 4, AP: 4, Rules: Pistol, 5+ Rot)
**'''Necrotic Sceptre''' - Profile (Range: 24", Strength: 4, Ap: 4, Rules: Assault 2, 5+ Rot, Power Maul)
**'''Necrotic Sceptre''' - Profile (Range: 24", Strength: 4, Ap: 4, Rules: Assault 2, 5+ Rot, Power Maul)
**'''Necrotic Lance''' - Profile (Range: 30", Strength: 7, Ap: 2, Rules: Heavy 1, 5+ Rot, Power Axe)
**'''Necrotic Beamer''' - Profile (Range: 30", Strength: 5, Ap: 3, Rules: Heavy 4, 5+ Rot)
**'''Necrotic Lance''' - Profile (Range: 30", Strength: 8, Ap: 2, Rules: Heavy 1, 5+ Rot, Power Axe)


*'''Ripper Ray''' - These macabre looking pistols appear to be made of a disturbing mixture of metal, flesh and bone and have tiny barbs that dig into the wielder’s hand, binding the device the the user. When fired, they emit a sound disturbingly like the scraping of bones over corrugated iron, Ripper Rays fire a beam of mutating energy that causes the victim’s bodies to twist and reform itself, causing massive and untreatable internal injuries as bodies burst from within and tear themselves apart
*'''Ripper Ray''' - These macabre looking pistols appear to be made of a disturbing mixture of metal, flesh and bone and have tiny barbs that dig into the wielder’s hand, binding the device the the user. When fired, they emit a sound disturbingly like the scraping of bones over corrugated iron, Ripper Rays fire a beam of mutating energy that causes the victim’s bodies to twist and reform itself, causing massive and untreatable internal injuries as bodies burst from within and tear themselves apart

Revision as of 20:05, 10 June 2014

A special note first: I may diverge quite a bit from what you see in fantasy flight games as I'm working under assumption that the stuff statted in FFG is representative of the Slaugth in their infiltrative stages rather than when they openly march to war.

As the Necrons can be said to be inspired by the Tomb kings, the Slaugth here can be said to be inspired by the Vampire counts, and will share many hallmarks of their playstyle; such as really, really crappy fodder units and terrifyingly powerful elites. Now of course; whereas the Vampire Counts are quite potent in the magic phase in Fantasy battle, the Slaugth do not have Psykers of their own, and instead rely more on Cryptek, Haemonculus, or Tau support system style sufficiently advanced technology as their own answer to the effects tossed around in the Psyker phase.

Another core gameplay mechanic will be the usage of Mercenary style units, much in the same lieu as Gue'Ves'A, Kroot, and Vespid, in addition to the extensive usage of engineered monstrosities and corpses kept kicking Spawn of Kyuss style. Essentially, if you subtract vehicles; you have Slaugth units with good stats all around, Mercenaries who are more general units that can help fill out key roles for cheaper, and bio-monsters who can range from cheap pieces of shit a la WHFB zombies to TMC like Monsters. And of course, there will be vehicles.

For obvious reasons, the Slaugth will not be a one to one conversion of the Vampire counts by any means. They may share some thematic similarities but are otherwise rather divergent, much like how once you get past their superficial similarities; the Necrons and Tomb Kings are actually really quite different. The Slaugth as an army will play heavily into the morale game, with widespread inspiration of fear and heavy usage of pinning only being part of the deal.

Allies

  • Battle brothers: Slaugth, Necrons (C'tan Loyalists)
  • Allies of Convenience: Necrons (Independents), Orks (Blood Axes, Freebootaz), Men of Iron, Thyrrus, Rak'Gol
  • Desperate allies: Dark Eldar, Orks, Grot Rebels, Dark Harvest, Q'orl, Forces of the Tau Empire, Sarhuadin
  • Come the Apocalypse: Tyranids, Eldar, Squats, Necrons (Triarchists), Forces of Chaos, Forces of the Imperium, Hrud, Slann

Special Rules

  • Worm that walks - All Slaugth units with this special rule are treated as swarms for all intents and purposes and has relentless.
  • Vile horror - All Slaugth units with this special rule are treated as having the fear special rule, and any time a morale check is forced by a Slaugth unit, it is made at a -1 ld penalty cumulative with any other such penalties. Units that already have Fear, such as Monstrous creatures, instead force a -2 ld penalty cumulative with any other such penalties.

Warlord traits

Wargear

  • Necrotic weapons - Vile and fearsome weapons, Necrotic weapons are known for their necrotizing of the flesh and corrosion of armour. Whenever a Rot weapon successfully wounds (regardless if the target failed it's save or not) or penetrates/glances an enemy model, roll a d6. On a six unless otherwise noted, deal a second additional wound or glancing hit with the same AP value. Shred, poison, monster hunters, and/or tankhunters allows this roll to be rerolled against the applicable targets. Though the rot weapons they allow their mercenaries to hold are mostly conventional guns, those held by the Slaugth themselves are like regalia or melee weapons capable of projecting their wailing beams.
    • Rot pistol - Profile (Range: 12", Strength: 4, AP: 5, Rules: Pistol, Rot)
    • Rot gun - Profile (Range: 24", Strength: 4, AP: 5, Rules: Rapid fire, Rot)
    • Necrotic wand - Profile (Range: 12", Strength: 4, AP: 4, Rules: Pistol, 5+ Rot)
    • Necrotic Sceptre - Profile (Range: 24", Strength: 4, Ap: 4, Rules: Assault 2, 5+ Rot, Power Maul)
    • Necrotic Beamer - Profile (Range: 30", Strength: 5, Ap: 3, Rules: Heavy 4, 5+ Rot)
    • Necrotic Lance - Profile (Range: 30", Strength: 8, Ap: 2, Rules: Heavy 1, 5+ Rot, Power Axe)
  • Ripper Ray - These macabre looking pistols appear to be made of a disturbing mixture of metal, flesh and bone and have tiny barbs that dig into the wielder’s hand, binding the device the the user. When fired, they emit a sound disturbingly like the scraping of bones over corrugated iron, Ripper Rays fire a beam of mutating energy that causes the victim’s bodies to twist and reform itself, causing massive and untreatable internal injuries as bodies burst from within and tear themselves apart
    • Profile (Range: 12", Strength: X, AP: 5, Rules: Pistol, Poisoned (4+), Instant Death)
  • Shroud Armour - This seemingly simple arrangement of ragged robes actually projects a field that confounds the eyes of most biological organisms. Shroud Armour grants a 4+ armour save and also confers the Shrouded special rule to the wearer.

Artifacts of Worms

Armoury

  • Melee Weapons
  • Ranged Weapons
  • Special Weapons
  • Heavy Weapons
  • Special Issue Wargear

Army List

HQ - Principal

HQ - Intendant

ELITES - Destructors

TROOPS

FAST ATTACK

HEAVY SUPPORT - Harvest construct

HEAVY SUPPORT - Warrior Vassal Construct

WS BS S T W I A Ld Sv Unit Type Composition
Warrior Vassal Construct 4 3 8 5 5 3 4 10 3+ Monstrous Creature


Special Rules

  • It Will Not Die
  • Vile Horror

Wargear

LORD OF WAR

FORTIFICATION