Warhammer 40,000 (Defiler)

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Batgirl III
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Plaguebearers

Post by Batgirl III » Thu Aug 02, 2018 10:12 pm

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PLAGUEBEARERS
Warhammer 40,000 Character
Power Level 9 ( 120 PP )

Ulkair, Great Unclean One wrote:There, feel the glory of necrosis, and rejoice! Nurgle loves you!
ABILITIES
Strength 3
Stamina 6
Agility 1
Dexterity 0
Fighting 7
Intellect 0
Awareness -2
Presence -2

SKILLS
Deception 5 (+4), Expertise [Forbidden Lore] 5 (+5), Insight 5 (+3), Intimidation 5 (+4), Treatment 4 (+4)

ADVANTAGES
Taunt

POWERS
Lesser Daemon [ 49 PP Total ]
Cloud of Flies Concealment 2 (Norman Vision; E: Affects Others, Area [15' Cloud]; F: Partial, Passive) [ 4 PP ]
Daemonic Flesh Protection 5 (E: Impervious [5]) [ 10 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Despair/Sorrow) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Plague Sword Damage 7 (Strength-Based; E: Improved Critical [2]) linked to: Weaken Stamina 10 (E: Incurable [1]) [ 20 EP ]

DEFENSE
Dodge (7) Base 6
Parry: (7) Base 0
Fortitude: (10) Base 4
Toughness: (11) ——
Will: (7) Base 9

WORKSHEET
Attack: 10 Effect: 3 Total: 13 (Unarmed)
Attack: 7 Effect: 10 Total: 17 (Plague Sword)
Dodge: 7 Tough: 11 Total: 18
Parry: 7 Tough: 11 Total: 18
Fort: 10 Will: 7 Total: 17


ABILITIES [ 26 pp ] +
SKILLS [ 12 pp ] +
ADVANTAGES [ 1 pp ] +
POWERS [ 62 pp ] +
DEFENSES [ 19 pp ] =
120 PP TOTAL

Background:
Plaguebearers are the Lesser Daemons of Nurgle. Unlike other Daemons that are born from a tiny piece of a Chaos God's power splitting into a seperate being, Plaguebearers are born from the energy of mortal souls succumbing to Nurgle's Rot.

These daemons have gangling, bony limbs, their bodies swollen with decay, so much so that glistening innards are exposed through rents in their skin. They possess a single, cyclopean eye and a single horn rising above their haggard, drawn faces, their bodies covered in filth and parasites. Despite the Plaguebearer’s unusual appearance, they are supernaturally resilient to harm, the gifts of their master having inured them to all pain. Plaguebearers are constantly surrounded by clouds of droning flies and chant monotonous hymns, their gait a staggering lope.

Plaguebearers carry rusted, heavy blades known as Plague Swords. These weapons are infused with foul infections and toxins that can make the merest scratch fatal. These daemons are solemn, cruelly efficient warriors in battle, despite their sickly appearance, Plaguebearers pose a lethal threat to anyone they encounter since their otherworldly toughness allows them to endure most attacks with ease.

They also serve as the Tallymen of Nurgle, eternally bound to record all of their dark god’s pestilential creations. Many believe that Plaguebearers are in fact created by such diseases, incubating within plague victims and feeding upon their dying energies, only to later fully emerge from their heaped bodies.Their sonorous voices attempt to keep count of the number of noxious plagues unleashed by Nurgle; an impossible task, for the Grandfather of Plagues constantly invents new strains of viruses. Mortals who listen to these cursed chants can often fall ill.
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Bloodthirster

Post by Batgirl III » Fri Aug 03, 2018 3:18 am

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BLOODTHIRSTER
Warhammer 40,000 Character
Power Level 12 ( 180 PP )

Khârn of the World Eaters wrote:Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn! Kill! Maim! Burn!
ABILITIES
Strength 10
Stamina 10
Agility 2
Dexterity 0
Fighting 8
Intellect -2
Awareness 0
Presence -1

SKILLS
Close Combat [Unarmed] 2 (+10), Deception 6 (+5), Expertise [Forbidden Lore] 10 (+8), Insight 5 (+5), Intimidation 13 (+12)

ADVANTAGES
Accurate Attack, All-Out Attack, Defensive Attack, Extraordinary Effort, Improved Disarm, Improved Smash, Power Attack, Redirect, Takedown (2)

POWERS
Greater Daemon [ 77 PP Total ]
Brass Armor of Khorne Nullify 5 (Psychic Effects); Protection 4 (E: Impervious [5]) [ 14 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Anger/Hatred) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Rapid Healing Regeneration 5 (–1 every other round; E: Persistent) [ 10 PP ]
Swooping Flight 6 (120 MPH; F: Winged) [ 6 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapons (22 PP Base; E: Indestructible [1]; F: Easily Removable) [ 14 PP Total ]
Axe of Khorne Damage 8 (Strength-Based; E: Dynamic [1], Improved Critical [3], Penetrating [8], Reach [1]; F: Innaccurate [1]) [ 20 EP ]
DAE: Bloodlash Damage 6 (Strength-based; E: Improved Critical [1], Reach [3]) linked to: Affliction 5 (Resist: Dodge; Recover: Dexterity; Condition: Hindered and Vulnerable, Defenseless and Prone; E: Extra Condition, Reach [2]; F: Limited to Two Degrees) linked to: Enhanced Advantages 2 (Improved Grab, Improved Trip) [ 2 EP ]

DEFENSE
Dodge (10) Base 11-3
Parry: (10) Base 5-3
Fortitude: (14) Base 4
Toughness: (14) ——
Will: (10) Base 10

WORKSHEET
Attack: 10 Effect: 10 Total: 20 (Unarmed)
Attack: 6 Effect: 18 Total: 24 (Axe of Khorne)
Attack: 8 Effect: 16 Total: 24 (Bloodlash)
Dodge: 10 Tough: 14 Total: 24
Parry: 10 Tough: 14 Total: 24
Fort: 14 Will: 10 Total: 24


ABILITIES [ 30 pp ] +
SKILLS [ 18 pp ] +
ADVANTAGES [ 10 pp ] +
POWERS [ 92 pp ] +
DEFENSES [ 30 pp ] =
180 PP TOTAL

Background:
Bloodthirsters are the Greater Daemons of Khorne. These savage beasts exhibit extreme rage and bloodlust. Bloodthirsters are the most savage and martial of the Blood God's servants. Their bloodlust extends beyond mortal comprehension and their power is said to be only matched by the Primarchs of old.

They manifest as towering, muscular behemoths with bestial, almost canine faces, bloodied manes and sharp horns and are clad in the Brass Armour of Khorne which protects them from magic spells and from ranged attacks. More noteworthy are their great leathery wings that allow them to dive into the midst of battle. In combat they use immense Axes that have been forged in the heat of Khorne's wrath and bear the essence of a caged Greater Daemon in conjunction with a long whip known as a Gorewhip that allows them to attack more distant foes.
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Batgirl III
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Great Unclean One

Post by Batgirl III » Fri Aug 03, 2018 9:36 pm

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GREAT UNCLEAN ONE
Warhammer 40,000 Character
Power Level 11 ( 180 PP )

'Barney & Friends' (1992-2009) wrote: I love you, you love me
We're a happy family
With a great big hug
And a kiss from me to you
Won't you say you love me too?
ABILITIES
Strength 2 (8)
Stamina 6 (12)
Agility 0
Dexterity 0
Fighting 7
Intellect 0
Awareness 2
Presence -2

SKILLS
Deception 9 (+7), Expertise [Forbidden Lore] 7 (+7), Insight 5 (+7), Intimidation 9 (+7), Perception 5 (+7), Treatment 7 (+7)

ADVANTAGES
All-Out Attack, Artificer, Extraordinary Effort, Leadership, Lionhearted, Ritualist, Taunt

POWERS
Lesser Daemon [ 84 PP Total ]
Cloud of Flies Concealment 2 (Norman Vision; E: Affects Others, Area [30' Cloud]; F: Partial, Passive) [ 6 PP ]
Daemonic Flesh Protection 5 (E: Impervious [5]) [ 10 PP ]
Daemonic Ideation Senses 5 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Despair/Sorrow) [ 3 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Rapid Healing Regeneration 10 (–1 every round; E: Persistent) [ 20 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 2 (Two Weeks) [ 15 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Plague Sword Damage 7 (Strength-Based; E: Improved Critical [2]) linked to: Weaken Stamina 10 (E: Incurable [1]) [ 20 EP ]

DEFENSE
Dodge (8) Base 11-3
Parry: (10) Base 6-3
Fortitude: (12) Base 0
Toughness: (12) ——
Will: (10) Base 8

WORKSHEET
Attack: 7 Effect: 8 Total: 15 (Unarmed)
Attack: 7 Effect: 15 Total: 22 (Plague Sword)
Dodge: 8 Tough: 12 Total: 20
Parry: 10 Tough: 12 Total: 22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 30 pp ] +
SKILLS [ 21 pp ] +
ADVANTAGES [ 7 pp ] +
POWERS [ 97 pp ] +
DEFENSES [ 25 pp ] =
180 PP TOTAL

Background:
Great Unclean Ones are the Greater Daemons of Nurgle. In form they are massive and bloated with disease and decay, and their necrotic and boil-covered flesh is rent, where their organs spill out, hanging across their huge girth. Great Unclean Ones can endure tremendous amounts of damage before being felled. Many opponents cannot stomach to look at a Great Unclean One, let alone fight one.

Great Unclean Ones typically take the form of gargantuan, immensely fat humanoids, hot intestines dribbling out of huge tears in their enormous bellies. Their horrific girth is supported by two impossibly small and atrophied-looking legs, their swollen heads are crowned by enormous stag-like antlers. Their suppurating, sore-covered bodies are host to every disease ever cataloged by man or daemon.

In combat, Great Unclean Ones wield enormous blades and maces of iron, crude, corroded cleavers and immense plague flails — each one dripping with pestilence. Frequently they carry a blade known as a Plague Sword - these massive, rusted blades are said to be dipped in the foul pus and contagion at the base of Nurgle's throne.

Despite their completely bloated and putrid appearance, Great Unclean Ones are neither deathlike or morbid in character. In fact the opposite is true, and the daemons are motivated by all the trivial human enthusiasms which drive the living. They are gregarious and even sentimental in nature, and hold their followers dear, even referring to them as their "Children", and taking an obvious pride in their appearance and endearing behavior. Even surrounded by the pitiful moaning of the sick and dying, they smile with pure-hearted benevolence, and their long, pus-coated tongues dangle from toothy, face-splitting grins.
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Keeper of Secrets

Post by Batgirl III » Sat Aug 04, 2018 3:20 am

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KEEPER OF SECRETS
Warhammer 40,000 Character
Power Level 11 ( 180 PP )

Asteroth, Daemon Prince of Slaanesh wrote:Long shall be your suffering. Joyous be your pain.
ABILITIES
Strength 8
Stamina 8
Agility 3
Dexterity 3
Fighting 6
Intellect 0
Awareness 0
Presence 4

SKILLS
Acrobatics 5 (+8), Deception 8 (+12), Expertise [Forbidden Lore] 15 (+15), Insight 8 (+8), Intimidation 4 (+8)

ADVANTAGES
Attractive (2), Fascinate, Fast Grab, Improved Initiative (2), Move-By Action, Ritualist, Seize Initiative, Takedown (2)

POWERS
Lesser Daemon [ 66 PP Total ]
Daemonic Flesh Protection 4 [ 4 PP ]
Daemonic Ideation Senses 6 (Mental: Accute [1], Accurate [2], Detect Emotions Ranged [2], Extended [1]; F: Limited to Pain or Pleasure) [ 3 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Four Arms Extra Limbs 2 [ 2 PP ]
Inhuman Grace Leaping 1 (15'); Speed 2 (8 MPH) [ 3 PP ]
Rapid Healing Regeneration 5 (–1 every other round) [ 5 PP ]
Razorsharp Claws Damage 4 (Strength-Based; E: Improved Critical [1], Split [1]) [ 6 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 1 (One Month) [ 13 PP ]

Daemonic Weapon (22 PP Base; E: Indestructible [1]; F: Easily Removable) [ 14 PP Total ]
Witstealer Sword Damage 6 (Strength-Based; E: Accurate [1], Dynamic [1], Improved Critical [2], Penetrating [4]) Linked to: Affliction 6 (Resist/Recovery: Will; Conditions: Impaired, Disabled; E: Cumulative; F: Limited to Two Degrees) [ 20 EP ]
DAE: Lash of Submission Damage 6 (Strength-based; E: Accurate [1], Improved Critical [1], Reach [2]) linked to: Affliction 6 (Resist: Dodge; Recover: Will; Condition: Entranced, Compelled, Controlled; E: Reach [2]) linked to: Enhanced Advantages 1 (Improved Trip) [ 2 EP ]

DEFENSE
Dodge (10) Base 10
Parry: (10) Base 7
Fortitude: (8) Base 0
Toughness: (12) ——
Will: (12) Base 12

WORKSHEET
Attack: 6 Effect: 8 Total: 14 (Unarmed)
Attack: 6 Effect: 12 Total: 18 (Razorsharp Claws)
Attack: 8 Effect: 14 Total: 22 (Witstealer Sword)
Attack: 8 Effect: 14 Total: 22 (Lash of Submission)
Dodge: 10 Tough: 12 Total: 22
Parry: 10 Tough: 12 Total: 22
Fort: 8 Will: 12 Total: 20


ABILITIES [ 40 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 11 pp ] +
POWERS [ 80 pp ] +
DEFENSES [ 29 pp ] =
180 PP TOTAL

Background:
Keepers of Secrets are the Greater Daemons of Slaanesh. Created subconsciously by the Prince of Pleasure, these Daemons are the ultimate manifestation of his desire for physical excess and pleasure in battle. Each Keeper of Secrets has a unique appearance that mirrors Slaanesh's mood at the time of its creation. Their looks can range from terrifyingly-haunting-but-almost human to bestial, though all are tall and lithe with long claws and limbs and a crown of horns that sprouts from their head and intoxicating eyes that look like black crystals.

As well as being vicious warriors, Keepers of Secrets are also capable of weaving powerful spells of misdirection and mystification. They invade the thoughts of their enemies, sending them visions of glory, titillating their egos, and caressing their inner desires to lead them astray. They seek to give and receive sensation in all forms, be it pain or pleasure, but there is nothing more enjoyable to them than the corruption of the noble and pure. They also are surrounded by a breeze that confuses all enemies around and allows the daemon to prey on them easily.

The Keepers of Secrets live to feed from others' emotions, especially fear, hope, and despair. They love the sensation of cutting through flesh and bestowing the feeling of pain onto their enemies. As well as striking amazingly fast with their limbs, they also cause corruption in another way: they love to turn emotions such as courage, bravery and valor into selfishness and other emotions.
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Batgirl III
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Lord of Change

Post by Batgirl III » Sun Aug 05, 2018 12:48 am

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LORD OF CHANGE
Warhammer 40,000 Character
Power Level 11 ( 200 PP )

Memetic Catch Phrase wrote:Just as planned.
ABILITIES
Strength 6
Stamina 6
Agility 3
Dexterity 0
Fighting 6
Intellect 6
Awareness 1
Presence -1

SKILLS
Acrobatics 4 (+7), Deception 9 (+8), Expertise [Forbidden Lore] 15 (+21), Insight 7 (+8), Intimidation 5 (+6)

ADVANTAGES
Artificer, Eidetic Memory, Favored Foe [Psykers], Jack-of-All-Trades, Ritualist Trance, Ultimate Insight

POWERS
Greater Daemon [ 61 PP Total ]
Daemonic Flesh Protection 6 [ 6 PP ]
Daemonic Ideation Senses 6 (Mental: Accute [1], Accurate [2], Detect Magic Ranged [2], Extended [1]) [ 6 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Enormous Growth 6 (+6 Strength, +6 Toughness; +6 Mass, +1 Size; +2 Intimidation, -3 Defenses; E: Innate [1], Permanent) [ 13 PP ]
Swooping Flight 6 (120 MPH; F: Winged) [ 6 PP ]
Telepathy Communication 2 (Mental, Short Range; E: Area, Rapid [1], Selective, Subtle [2]) [ 15 PP ]
Warpspawn Immunity 11 (Aging; Life Support); Immortality 1 (One Month) [ 13 PP ]

Natural Psyker [ 12 PP Total ]
Psyker Senses Senses 6 (Mental: Acute [2], Detect Minds [Ranged; 2], Extended [–1 per 100'; 1], Psychic Awareness [1]) [ 6 PP ]
Dark Hereticus Willpower Impervious Will 6 [ 6 PP ]

Dark Hereticus Sorcerery (Array) [ 28 PP Total ]
Bolt of Change Damage 8 (E: Ranged [Perception]) [ 24 PP ]
AE: Diabolic Strength Enhanced Ability 4 (+4 Strength; E: Affects Others, Area [60' Burst], Selective) [ 1 PP ]
AE: Gift of Chaos Affliction 12 (Resist: Will; Recover: Fortitude; Conditions: Dazed, Stunned, Transformed [turn to Chaos Spawn]; E: Ranged) [ 1 PP ]
AE: Infernal Gaze Damage 10 (E: Incurable [1], Penetrating [3], Ranged [Perception]; F: Resistible [Will] [ 1 PP ]
AE: Warptime Teleport 4 (500'; E: Affects Others, Area [30' Burst], Change Direction [1], Change Velocity [1], Increased Mass [6], Selective; F: Limited [to places you can physically reach]) [ 1 PP ]

Daemonic Weapon (20 PP Base; E: Indestructible [1]; F: Easily Removable) [ 13 PP Total ]
Baleful Sword Damage 6 (Strength-Based; E: Accurate [2], Alternate Resistance [Will], Improved Critical [2], Penetrating [3]) [ 19 PP ]
AE: Staff of Tzeentch Damage 8 (Strength-Based; E: Accurate [1], Alternate Resistance [Will], Reach [2]) [ 1 PP ]

DEFENSE
Dodge (10) Base 10
Parry: (8) Base 5
Fortitude: (10) Base 4
Toughness: (12) ——
Will: (12) Base 11

WORKSHEET
Attack: 6 Effect: 6 Total: 12 (Unarmed)
Attack: 10 Effect: 12 Total: 22 (Baleful Sword)
Attack: 8 Effect: 14 Total: 22 (Unarmed)
Dodge: 10 Tough: 12 Total: 22
Parry: 8 Tough: 12 Total: 20
Fort: 10 Will: 12 Total: 22


ABILITIES [ 30 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 6 pp ] +
POWERS [ 114 pp ] +
DEFENSES [ 30 pp ] =
200 PP TOTAL

Background:
Lords of Change are the Greater Daemons of Tzeentch. The most powerful servants of their master, Lords of Change are in many ways essentially minor embodiments of all the characteristics of Tzeentch, renowned for their long-running and intricate schemes that weave across time and fate. Notable for being allowed access to Tzeentch's very own reserves of wisdom and for essentially being expressions of his cunning, which gives them great power. As individuals, they are all said to possess the attitude of wicked children; playful but mischievous and even openly malicious towards the lesser beings they delight in manipulating. Nothing is more pleasing to a Lord of Change than to break open fate and re-shape it, be it by manipulation of individuals or direct action. Even without access to Tzeentch's knowledge of fate, they are said to be deeply intelligent and understanding of life's mysteries.

They are powerful sorcerers and resourceful manipulators who appear to mortals as omniscient beings. Their magical abilities are so strong that the most powerful sorcerous incantations of mortals are reckoned to be but simple tricks to a Lord of Change. They are said to be able to turn scores of men into boneless spawn at a mere glance, destroy an armoured vehicle with a flick of a finger, or wrench the soul out of even the mightiest warriors with a simple word. For nothing is made that cannot be unmade, or changed, and such areas are the domains of the daemons of Tzeentch.

While not averse to warfare, Lords of Change typically do not engage in direct battle. This is not due to cowardice or any other emotion irrelevant to a daemon of the warp, but because it interests them more to direct the forces of combat from afar, guiding or even ordering combatants rather than fighting themselves. Because of this, it is not unknown for Lords of Change to possess powerful underlings, bands of Horrors and even Chaos Champions of their own. Nevertheless, they are potentially deadly opponents.
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Batgirl III
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Defiler

Post by Batgirl III » Mon Aug 06, 2018 2:16 am

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DEFILER
Warhammer 40,000 Character
Power Level 12 ( 245 PP )

Vhostokh, Warpsmith, Scourge of Diesos wrote:Daemonic fury, bound into the shell of a metal beast and set loose upon the galaxy. Tell me, mortal – have you ever seen such a glorious sight?
ABILITIES
Strength 10
Stamina ——
Agility 2
Dexterity 0
Fighting 8
Intellect -1
Awareness 1
Presence 0

SKILLS
Expertise [Forbidden Lore] 6 (+5), Intimidation 12 (+16), Perception 9 (+10), Ranged Combat [Heretic Astartes Weapons] 8 (+10), Technology 5 (+4)

ADVANTAGES
All-Out Attack, Diehard, Fast Grab, Improved Grab, Improved Hold, Power Attack, Quick Draw, Ultimate Toughness

POWERS
Combat Walker [ 169 PP Total ]
Armored Hull Protection 8 (E: Impervious [7]) [ 14 PP ]
Combat Walker Movement 1 (Sure-Footed [2]); Speed 4 (30 MPH) [ 6 PP ]
Daemonic Construct Immunity 30 (Fortitude Effects [30]) [ 30 PP ]
Daemonic Senses Senses 8 (Mental: Accute [1], Accurate [2], Detect Life [2], Extended [1]; Visual: Darkvision [2]) [ 8 PP ]
Giant Enemy Crab Growth 8 (+8 Strength, +8 Toughness; +8 Mass, +2 Size; +4 Intimidation, -4 Defenses; E: Innate [1], Permanent) [ 17 PP ]
Hull-Mounted Battle Cannon Damage 9 (E: Area [30' Burst], Dynamic [1], Extended Range [2], Penetrating [7], Ranged; F: Activation [Move, -1]) [ 36 EP ]
It Will Not Die! Regeneration 5 (–1 every other round; E: Persistent) [ 5 PP ]
DAE: Dual Dreadnought Close Combat Weapons Damage 8 (Strength-based; E: Improved Critical [4], Penetrating [7], Split [1]; F: Inaccurate [1]); Enhanced Advantage 3 (Fast Grab, Improved Grab, Improved Hold) [ 2 PP ]

Defiler Armament [ 2 PP Total ]
A Defiler's left arm must be mounted with one of the following:
Reaper Autocannon Damage 6 (E: Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 2 PP ]
Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 PP ]
Twin-Linked Heavy Flamers Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 PP ]
Twin-Linked Lascannons Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ 2 PP ]

Defiler Armament [ 2 PP Total ]
A Defiler's right arm must be mounted with one of the following:
Reaper Autocannon Damage 6 (E: Extended Range [1], Improved Critical [4], Penetrating [4], Ranged, Split [1]) [ 2 PP ]
Twin-Linked Heavy Bolters Damage 6 (E: Extended Range [1], Improved Critical [4], Ranged, Multiattack) [ 2 PP ]
Twin-Linked Heavy Flamers Damage 5 (E: Area [120' Cone], Incurable [1], Secondary Effect); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment]) [ 2 PP ]
Twin-Linked Lascannons Damage 7 (E: Improved Critical [3], Multiattack, Penetrating [6], Ranged) [ 2 PP ]

Optional Armament [ +3 PP Total ]
Havoc Launcher Damage 5 (E: Area [30' Burst], Ranged) [ 15 EP ]

DEFENSE
Dodge (8) Base 10
Parry: (8) Base 4
Fortitude: —— Base 0
Toughness: (16) ——
Will: (10) Base 9

WORKSHEET
Attack: 8 Effect: 10 Total: 18 (Unarmed)
Attack: 6 Effect: 18 Total: 24 (Dual Dreadnought Close Combat Weapons)
Attack: —— Effect: 9 Total: 9 (Battle Cannon)
Attack: 14 Effect: 6 Total: 20 (Reaper Autocannon)
Attack: 14 Effect: 6 Total: 20 (Twin-Linked Heavy Bolters)
Attack: —— Effect: 5 Total: 5 (Twin-Linked Heavy Flamers)
Attack: 14 Effect: 7 Total: 21 (Twin-Linked Lascannons)
Attack: —— Effect: 5 Total: 5 (Havoc Launcher)
Dodge: 8 Tough: 16 Total: 24
Parry: 8 Tough: 16 Total: 24
Fort: —— Will: 10 Total: 10


ABILITIES [ 24 pp ] +
SKILLS [ 20 pp ] +
ADVANTAGES [ 5 pp ] +
POWERS [ 173 pp ] +
DEFENSES [ 23 pp ] =
245 PP TOTAL

Background:
The Defiler is a Chaos Daemon Engine and are among the most common of their kind. They were created by the Dark Mechanicum on the Forge World of Xana II at the command of Abaddon the Despoiler in preparation for the First Black Crusade. Unlike the tanks and vehicles of the Imperium, which are mostly operated by humans, a Defiler is controlled by a daemon. Chaos Sorcerers use arcane Chaos magic to draw the essence of a powerful daemon from the Warp and trap it within the rune-bound hull of the machine. Powerful spells of appeasement and pacification are utilised to keep the newly bound daemon from causing havoc among the forces of Chaos.

Standing on six piston-driven limbs, the Defiler's hull supports a massive turret, which houses the main armaments of the infernal machine. While Defilers are usually seen with large arrays of weapons, such as a Reaper Autocannon and a Havoc Launcher, its main firepower comes in the form of a artillery-like battle cannon. There are often numerous variations of the weapon systems used; in some cases, Reaper Autocannons have been upgraded to house twin-linked heavy bolters or lascannons instead, whereas there have been sightings of Defilers with heavy flamers on multiple occasions.

In addition to being able to lay down a barrage of heavy fire, Defilers are also terrifying close combat opponents. When a Defiler arrives on the battlefield, the technosorcery keeping the bound daemon peaceful is released, allowing the daemon to truly enjoy the battle. As daemons are immortal and unconcerned for the survival of its machine host, Defilers ignore hits that would kill normal tank crews and continue on rampages of destruction that would otherwise be impossible to proceed with. Of its six limbs, Defilers use four for moving around and two arm-like appendages to crush enemies in their pincers.
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Sidious
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Re: Warhammer 40,000 (Defiler)

Post by Sidious » Thu Aug 23, 2018 11:26 am

Ah the Defiler. "when you really need to hit something from long range... and fail..."

I loved mine in 3rd but so far haven't had much luck with it in 8th. It does have the intimidation factor though so diversionary red herring is a good ploy.

BTW BGIII I love these 40k builds. They make me want to paint my minis (and build the unboxed ones...)

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Emerald_Flame300
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Re: Warhammer 40,000 (Defiler)

Post by Emerald_Flame300 » Thu Oct 11, 2018 3:04 pm

Wow... this is a great thread!! Lots of really cool builds.

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