Codex - Slaugth: Difference between revisions
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==Special Rules== | ==Special Rules== | ||
*'''Worm that walks''' - All Slaugth units with this special rule are treated as swarms for all intents and purposes and | *'''Worm that walks''' - All Slaugth units with this special rule are treated as swarms for all intents and purposes and have relentless | ||
*'''Vile horror''' - All Slaugth units with this special rule are treated as having the fear special rule, and any time a | *'''Night terror''' - All Slaught units with this special rule have the Night Vision and Acute senses universal special rules. | ||
*'''Vile horror''' - All Slaugth units with this special rule are treated as having the fear special rule, and any time a leadership 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=== | ===Warlord traits=== | ||
*'''1: Dream Eater''' - The Warlord is an expert with Slaugth techno-sorceries that allow them to peer into the dreams of others, getting a better grasp of what the enemy may be planning and move to counter it, the Warlord may add penalty or bonus of one to the enemy's reserve rolls at the Warlord's player's choice. | |||
*'''2: Master of terror''' - The Warlord is terror incarnate, inflicting unthinking and unreasoning fear on all things. The Warlord and its unit have the fear universal special rule and may force a fear check on an otherwise immune unit once per game, if they already have fear, the penalty to leadership inflicted by vile horror improves to a -3 ld penalty and may ignore the fearless, daemonic instability, and "and they shall know no fear" special rules when forcing a fear test on any turn. | |||
*'''3: Flesh warper''' - | |||
*'''4: Blood drinker''' - The Warlord engorges itself on the vital fluids of its enemies, allowing for an unnatural sort of healing as it leeches the very blood from their bodies. For every unsaved wound the warlord successfully deals in combat, roll a D6, on a 6 the warlord regains a lost wound, when the Warlord removes a model as a casualty, this roll improves to a five or higher. | |||
*'''5: Crawling Mastermind''' - The Warlord | |||
*'''6: Master of Dark Science''' - The Warlord | |||
===Wargear=== | ===Wargear=== |
Revision as of 11:57, 26 May 2015
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 have relentless
- Night terror - All Slaught units with this special rule have the Night Vision and Acute senses universal special rules.
- Vile horror - All Slaugth units with this special rule are treated as having the fear special rule, and any time a leadership 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
- 1: Dream Eater - The Warlord is an expert with Slaugth techno-sorceries that allow them to peer into the dreams of others, getting a better grasp of what the enemy may be planning and move to counter it, the Warlord may add penalty or bonus of one to the enemy's reserve rolls at the Warlord's player's choice.
- 2: Master of terror - The Warlord is terror incarnate, inflicting unthinking and unreasoning fear on all things. The Warlord and its unit have the fear universal special rule and may force a fear check on an otherwise immune unit once per game, if they already have fear, the penalty to leadership inflicted by vile horror improves to a -3 ld penalty and may ignore the fearless, daemonic instability, and "and they shall know no fear" special rules when forcing a fear test on any turn.
- 3: Flesh warper -
- 4: Blood drinker - The Warlord engorges itself on the vital fluids of its enemies, allowing for an unnatural sort of healing as it leeches the very blood from their bodies. For every unsaved wound the warlord successfully deals in combat, roll a D6, on a 6 the warlord regains a lost wound, when the Warlord removes a model as a casualty, this roll improves to a five or higher.
- 5: Crawling Mastermind - The Warlord
- 6: Master of Dark Science - The Warlord
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. 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
HQ - Scion of Kay-Yuss
WS | BS | S | T | W | I | A | Ld | Sv | Unit Type | Composition | |
---|---|---|---|---|---|---|---|---|---|---|---|
Scion of Kay-Yuss | 8 | 5 | 5 | 5 | 5 | 5 | 5 | 10 | 1 | Infantry | 1 Scion |
Wargear
- Assault Grenades
- Defensive grenades,
- Atropus:
Atropus, a name for mighty two handed double scythes of powerful Slaugth artifice made from unknown materials that seem to drink in the light while evilly glowing with dark power. The scythe is incredibly virulent, corroding flesh and metal with equal ease and can be swung with surprising and deadly grace and fluidity despite it's ability to slice through nearly all forms of matter. The Lord of Atrocity wields this weapon with incredible grace and fluidity, It strikes with the following profile: S(User+1), AP2, Rot blade; On a roll of a six to wound, the weapon inflicts instant death as the target is consumed by a massive all pervasive rot, while on a six to penetrate against vehicles, it's considered armorbane and AP1. During the shooting phase it can fire as the following. S5 AP4 Assault 4, twinlinked, rending 24 inches.
- Shroud of the reaper: This worm wears abnormally heavy armour on his shadow weave cloak that evokes the images of the image of death of many cultures. This shroud does far more than just make his visage look frightening, it bends light around him making him difficult to see, and grants the shrouded and infiltration rules as well as a three plus armour save, for such is the strength of it's armour.
- Necrosis Rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him greater speed and a dreadful resilience, increasing his toughness and initiative by one point as this energy flows through him, it also surrounds him with a powerful energy bubble, granting him a 4+ invulnerable save.
Special Rules
- Special Character
- Independent Character
- Feel No Pain
- It will not die!
- Preferred enemy (everything!)
- Worm that Walks: A scion of Kay-yuss is composed of thousands of writhing grubs in a semi-humanoid shape, and thus benefits from fear and night vision, however due to its swarmlike nature, he takes double damage from blast and template weapons due to the absolutely tiny size of the grubs that compose a Slaugth's body. It additionally does not gain the benefits of feel no pain against template weapons.
- Great Commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth for so long that he has become a master of bringing in soldiers from the most unexpected of places. It may redeploy d3 units after deployment is completed, may seize the intiative on a 5+ and may add or subtract one from reserve rolls.
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 | 3 | 3 | 4 | 10 | 3+ | Infantry | 3 Warrior Constructs |
Special Rules
- It Will Not Die
- Vile Horror
Wargear
- Necrotic Beamer