Warhammer 40,000 (Defiler)

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Rubric Marines

Post by Batgirl III » Sat Jul 28, 2018 10:35 pm

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RUBRIC MARINES
Warhammer 40,000 Character
Power Level 11 ( 165 PP )

Ahzek Ahriman of the Thousand Sons wrote:If the path to salvation leads through the halls of purgatory, then so be it.
ABILITIES
Strength 3 (Lifting: 5)
Stamina ——
Agility 3
Dexterity 2
Fighting 6
Intellect 1
Awareness 0
Presence 0

SKILLS
Acrobatics 5 (+8), Athletics 5 (+12), Close Combat [Unarmed] 2 (+12), Expertise [Tactics] 8 (+8), Intimidation 8 (+8), Perception 8 (+8), Ranged Combat [Astartes Weapons] 8 (+14), Stealth 2 (+5), Vehicles 4 (+8)

ADVANTAGES
All-Out Attack, Benefit [Ambidextrous], Close Attack (4), Diehard, Equipment (5), Favored Foe [Adeptus Astartes], Fearless, Improved Critical [Boltgun] (1), Improved Critical [Unarmed] (1), Power Attack, Ranged Attack (4), Ritualist, Teamwork (1), Trance, Ultimate Toughness

POWERS
Rubric of Ahriman [ 40 PP Total ]
Automaton Immunity 30 (All Fortitude Effects [30]) [ 30 PP ]
All is Dust Protection 5 [ 5 PP ]
Everliving Immortality 5 (24 Hours; F: Limit [Thousand Sons Power Armor must be intact]) [ 5 PP ]

Thousand Sons Power Armor (38 PP Base; F: Removable) [ 31 PP Total ][/b]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Ceramite Plating Protection 7 (E: Impervious [7]) [ 14 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Chaos Space Marines in same Warband) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Thousand Sons Gene-Seed Implants [ 12 PP Total ][/b]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Occulobe Senses 1 (Visual: Extended [1]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [1]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Heretic Astartes Power Armor) [ 2 PP ]

EQUIPMENT ( 25 EP )
Rubric Marine Standard Issue [ 25 EP Total ][/b]
Inferno Boltgun Damage 6 (E: Ranged, Multiattack, Penetrating [5]); Enhanced Advantage 2 (Precise Attack [Close; Cover and Concealment] [ 25 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (8) Base 2
Fortitude: (——) ——
Toughness: (5/12) ——
Will: (10) Base 10

WORKSHEET
Dodge: 6 Tough: 5/12 Total: 11/18
Parry: 8 Tough: 5/12 Total: 11/20
Fort: —— Will: 10 Total: 10


ABILITIES [ 20 pp ] +
SKILLS [ 25 pp ] +
ADVANTAGES [ 22 pp ] +
POWERS [ 83 pp ] +
DEFENSES [ 15 pp ] =
165 PP TOTAL

Background:
Rubric Marines are disembodied spirits of Thousand Sons Chaos Space Marines trapped within their power armour.

Rubric Marines were created shortly after the Thousand Sons Legion fled to the Eye of Terror. Having dealt with sorcerous practices and energies for decades and now under the sway of Chaos, mutation ran wild within the Legion. In order to put an end to this warping process, a mighty spell called the Rubric of Ahriman was cast upon them. However, the powers unleashed reduced all Marines without psychic abilities to ash, sealing every clasp and joint of their armour and trapping their souls within.

These living suits are still capable of fighting and receiving orders from their masters and with no fear and no will of their own they make perfect bodyguards and guardians. Without an Aspiring Sorcerer to guide them, Rubric Marines tend to fall into inactivity but in combat their battle-hunger returns and they tend to move more like their former living selves.
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Warpsmith

Post by Batgirl III » Sun Jul 29, 2018 2:22 am

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WARPSMITH
Warhammer 40,000 Character
Power Level 11 ( 175 PP )

Gaiak Krustellam, Dark Magos wrote:The revelation of spirit when encountering the power of Chaos is as freeing for the machine as it is for the mortal mind. It is our duty to create this blessed state of union.
ABILITIES
Strength 3 (Lifting: 5)
Stamina 5
Agility 3
Dexterity 2
Fighting 6
Intellect 2
Awareness 1
Presence -2

SKILLS
Athletics 3 (+10), Close Combat [Unarmed] 2 (+12), Expertise [Forbidden Lore] 10 (+12), Expertise [Dark Mechanicus] 6 (+8), Intimidation 12 (+10), Perception 4 (+5), Ranged Combat [Astartes Weapons] 7 (+12), Stealth 2 (+5), Technology 9 (+10), Treatment 2 (+3), Vehicles 5 (+8)

ADVANTAGES
Artificer [uses Expertise: Forbidden Lore], Benefit (Ambidextrous), Close Attack (4), Defensive Attack, Diehard, Equipment (5), Improved Critical [Boltgun] (1), Inventor, Power Attack, Quick Draw, Ranged Attack (4), Skill Mastery [Forbidden Lore, Technology] (2), Trance, Ultimate Toughness

POWERS
Customized Heretic Astartes Armor ( 55 PP Base; F: Removable) [ 44 PP Total ]
Auto-Senses Enhanced Skills 1 (+2 Perception); Immunity 5 (Dazzle Effects [5]); Senses 5 (Visual: Darkvision [2], Direction Sense [1], Distance Sense [1], Time Sense [1]) [ 11 PP ]
Blessed Ceramite Plating Protection 9 (E: Impervious [8]) [ 17 PP ]
Enhanced Physique Enhanced Ability 2 (+2 Strength; F: Limited to Lifting); Speed 1 (4 MPH) [ 5 PP ]
Magnetized Boot Soles Movement 1 (Environmental Adaptation [zero gravity]; F: Limited to when walking/standing on ferrus surface); Movement 2 (Wall-Crawling; F: Limited to ferrus surfaces, Limited to zero gravity) [ 3 PP ]
Mind Impulse Unit Comprehend 2 (Machines) [ 4 PP ]
Osmotic Gill, Nutrient Recycling, and Bio-Monitor Immunity 10 (Life Support [10]) [ 10 PP ]
Vox Link Communication 2 (Radio: Short Range; E: Subtle [1]; F: Limited to Space Marines in same Company) [ 7 PP ]
Poor Manual Dexterity Diminished Ability (-1 DEX) [ -2 PP ]

Heretic Astartes Gene Seed Implants [ 17 PP Total ]
Secondary Heart, Melanchromic Organ, & Progenoids Enhanced Advantage 1 (Diehard) [ 1 PP ]
Ossmodula & Larraman's Organ Enhanced Advantage 1 (Ultimate Toughness) [ 1 PP ]
Biscopea Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Haemastamen Enhanced Skills 1 (+2 Athletics) [ 1 PP ]
Catalepsean Node Immunity 1 (Need for Sleep [1]) [ 1 PP ]
Preomnor & Oolitic Kidney Immunity 2 (Diseases [1], Poisons [1]; F: Limited to ingested) [ 1 PP ]
Multi-Lung Immunity 1 (Drowning [1]); Immunity 2 (Gases [2]; F: Limited to Half Effect) [ 2 PP ]
Occulobe Senses 1 (Visual: Extended [-1 per 100]) [ 1 PP ]
Lyman's Ear Senses 1 (Auditory: Extended [-1 per 100]) [ 1 PP ]
Sus-An Membrane Enhanced Advantage 1 (Trance) [ 1 PP ]
Neuroglottis Senses 2 (Olfactory: Acute [1], Analytical [1]; F: Limited to Taste) [ 1 PP ]
Mucranoid Immunity 2 (Environmental Heat [1], Environmental Cold [1] F: Limited to Half Effect) [ 1 PP ]
Betcher's Gland Damage 1 (E: Reach [2], Secondary Effect; F: Fades, Inaccurate,) [ 2 PP ]
Black Carapace Feature 2 (Counteracts Poor Manual Dexterity of Astartes Artificer Armor) [ 2 PP ]

EQUIPMENT ( 25 EP )
Warpsmith Standard Issue Wargear ( 25 EP )
Mechatendrils Extra Limbs 2; Enhanced Ability 2 (+2 Strength; F: Limited to Lifting) [ 4 EP ]
Power Axe Damage 7 (Strength-Based; E: Improved Critical [3], Penetrating [7], Reach [1]); Enhanced Advantage 1 (Weapon Break) [ 19 EP ]
AE: Master-Crafted Bolt Pistol Damage 4 (E: Accurate [2], Improved Critical [1], Multiattack, Ranged) [ 1 EP ]
AE: Servo-Arm Attack Damage 12 (E: Improved Critical [2], Penetrating [6]; F: Inaccurate [1]) [ 1 EP ]

DEFENSE
Dodge (6) Base 3
Parry: (8) Base 2
Fortitude: (12) Base 7
Toughness: (5/14) ——
Will: (10) Base 9

WORKSHEET
Dodge: 6 Tough: 5/14 Total: 11/20
Parry: 8 Tough: 5/14 Total: 13/22
Fort: 12 Will: 10 Total: 22


ABILITIES [ 40 pp ] +
SKILLS [ 31 pp ] +
ADVANTAGES [ 22 pp ] +
POWERS [ 61 pp ] +
DEFENSES [ 21 pp ] =
175 PP TOTAL

Background:
Warpsmiths are masters of Daemonic Soul Forges which churn out the Daemon Engines for the armies of Chaos Space Marines and Daemon Princes. These madmen serve as a dark echo for the Techmarine. Unlike their Techmarine and Tech Priest counterparts, Warpsmiths seek to control and subjugate technology rather then worship or revere it. Warpsmiths tend to be obsessive and believe that mankind's destiny is limited by his mortal nature, and thus they see combining the power of Daemons with the mechanical and organic as the answer to circumvent this problem. Though expert battlefield repair technicians and siege masters, their true calling is presiding over the infernal industry of producing Daemon Engines.
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Re: Warhammer 40,000 (Thousand Sons, Warpsmith)

Post by MacynSnow » Sun Jul 29, 2018 2:25 am

All Hail to Chaos!(except the Egyptian weirdo's,who let them in?!) :D

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Re: Warhammer 40,000 (Thousand Sons, Warpsmith)

Post by KorokoMystia » Sun Jul 29, 2018 2:28 am

I'm not really that familiar with the Warhammer 40k verse, but I absolutely loved Dawn of War. Even if Scott McNeil voiced like half the characters (he's still awesome though.)

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Kill Team

Post by Batgirl III » Sun Jul 29, 2018 10:12 pm

If you're intrigued by the Warhammer 40,000 table-top game, but not quite ready to jump into the deep-end by buying a full-size army (which can easily cost over $500 USD) then now might be a great time to dabble in the hobby thanks to the newly released Warhammer 40,000: Kill Team. Kill Team is a scaled-down verision of WH40k that has been around in one form or another since the late Nineties, but the new version of the game is designed to work based on the 8th Edition rules of "full size" WH40k, with a few tweaks.

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In Kill Team, each player controls a very small team of miniatures, usually five to six, with an absolute maximum of 20. Ever. The miniatures are drawn from the basic troopers of all the various factions, which means that you can easily collect an full-size Kill Team for about $50-60 USD. A single game can be played in under an hour and unlike standard WH40k, Kill Team is designed to be played as a series of linked mission and ongoing campaigns. Your troopers gain experince, develop new skills, and you'll often find stories growing out of your games as you're troopers' luck with the dice (or lack of the same) lead into all sorts of epic, tragic, and/or hillarious moments.

Every faction present in Warhammer 40,000 (with the exception of the Imperial Knights, Chaos Knights, and Adeptus Custodes) is playable in Kill Team. Making it a great "gateway" into the hobby for people who have always wanted to dabble, a fun excuse for existing players to pick up a squad or two from a faction they don't want to collect a full army for, and/or people who really enjoy fun modelling and painting projects, becaue the game really rewards bestowing lots of detail on indiviual troopers. The game focuses on "basic troops," so you don't need to buy any expensive tanks or worry that the super-awesome elite unit you buy today will get hit with the "nerf bat" next year.

Kill Team allows players that already have a WH40k collection to use their miniatures and makes it very affordable for new players to pick up a team for under $60 USD. The rules and army compositions are slightly different than "real" WH40k, but not drastically so. In order to play Kill Team, you will need access to the Kill Team core manual, some dice, a ruler, pencil and paper. Kill Team does use dedicated cards and counters, but these just make your life simpler when playing and aren’t a strict requirement.

Kill Team is very much WH40k in terms of setting and feel, and while some of the rules are similar and clearly based on the "real" rules, it does feel like a different game and much more skirmish-y game. Games of WH40k, even at lower points values, can last for a couple of hours, but by its nature, Kill Team is designed to be played in well under an hour and usually at around 30-45 minutes depending on player experience and the scenario being played.

The Kill Team Core Manual is the main rulebook, retailing for $40 USD, as a standalone product.

Alternatively, you can opt for the Kill Team boxed set for $130 USD which includes the rulebook, a load of very nice terrain, dice, rulers, and two complete teams for the Genestealer Cult (picture the crew of the Nostromo in Alien if they decided to worship the xenomorph instead of trying to kill it) and the Adeptus Mechanicus (think Starfleet Engineers mixed with the 82nd Airborne, only they're also grimdark cyborgs). If you can split the cost with a buddy, this is a great way to get started.

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As an I'd also recommend the First Strike boxed set, retailing for $40; It comes with six Imperial Space Marines, three Chaos Plague Marines, and six Poxwalkers (a.k.a Plague Zombies). Which makes for two perfect Kill Team teams. Grab a Core Manual and split the cost with a buddy. You're in.

If you're interested in the Imperial Guard, combining the bitz from a Command Squad ($25 USD) and a single Infantry Squad ($30 USD) will yeild you 10-15 men with all kinds of cool kit.
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Bloodletters

Post by Batgirl III » Mon Jul 30, 2018 1:04 am

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

Traditional wrote:Skulls for the Skull Throne!
ABILITIES
Strength 3
Stamina 5
Agility 2
Dexterity 0
Fighting 8
Intellect -2
Awareness 0
Presence -1

SKILLS
Close Combat [Unarmed] 2 (+10), Deception 6 (+5), Expertise [Forbidden Lore] 5 (+3), Insight 4 (+4), Intimidation 9 (+8)

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

POWERS
Lesser Daemon [ 40 PP Total ]
Daemonic Flesh Protection 5 [ 5 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 ]
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 (15 PP Base; E: Indestructible [1]; F: Easily Removable) [ 10 PP Total ]
Hellblade Damage 7 (Strength-Based; E: Improved Critical [2], Penetrating [5], Reach [1]) [ 15 EP ]

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

WORKSHEET
Attack: 10 Effect: 3 Total: 13 (Unarmed)
Attack: 8 Effect: 10 Total: 18 (Hellblade)
Dodge: 8 Tough: 10 Total: 18
Parry: 8 Tough: 10 Total: 18
Fort: 8 Will: 10 Total: 18


ABILITIES [ 30 pp ] +
SKILLS [ 13 pp ] +
ADVANTAGES [ 9 pp ] +
POWERS [ 50 pp ] +
DEFENSES [ 19 pp ] =
120 PP TOTAL

Background:
Bloodletters are the Lesser Daemons of Khorne, eager foot soldiers that form the core of his vast legions. Possessed of enormous strength, they are renowned for the savage ferocity of their charges. As a host, they march as one in complex formations with supernatural precision, manoeuvring for the utmost advantage, but in battle they try to outdo each other in ruthless acts of cruelty and savagery.

Bloodletters possess bestial, snarling faces and wiry, crooked bodies surrounded by a reek of gore, and skin the color of blood. Like all of Khorne's creatures they are formidable and ferocious warriors, among the deadliest in the galaxy with savage ferocity and, being daemons, strength far out of proportion to their body mass. Each Bloodletter is a natural master of combat, borne of constantly fighting their brethren in the warp when not killing enemies on the battlefield. Bloodletters go into battle with the deadly Hellblade.

Hellblades are swords wielded by Bloodletters and some other servants of Khorne. These are great two-handed weapons given to them by Khorne, each said to be possessed by an angry daemon. They are powerful warp-forged blades of wicked sharpness that no mortal-made armor can withstand. Legend says the core of each Hellblade is formed of the souls of raging daemons and that pure hatred sharpens their edges. Over the millennia countless foes have had their wills broken by the carnage wrought by these evil weapons.

Led into battle in vast legions by the most veteran of their number, the Heralds of Khorne, they tend to march in disciplined regiments accompanied by horns and drums, a living example of Khorne's militarism and a sharp contrast to the armies of other Chaos Gods. However, the craving for skulls, bloodshed and competing for personal glory and the glory of Khorne in battle usually turns this discipline into frenzy once they charge the enemy. Bloodletters are notorious for their fearsome advances and ferociously brutal charges but are also capable of vile and low tactics.
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Re: Warhammer 40,000 (Bloodletter)

Post by Batgirl III » Mon Jul 30, 2018 2:42 am

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

'Hellraiser' (1987) wrote:Kirsty Cotton: Who are you?

Pinhead: Explorers in the further regions of experience. Demons to some. Angels to others.
ABILITIES
Strength 2
Stamina 3
Agility 3
Dexterity 2
Fighting 6
Intellect -1
Awareness 0
Presence 0

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

ADVANTAGES
Accurate Attack, Attractive (2), Improved Initiative (2), Takedown (2)

POWERS
Lesser Daemon [ 46 PP Total ]
Daemonic Flesh Protection 5 [ 5 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 ]
Inhuman Grace Leaping 1 (15'); Speed 1 (4 MPH) [ 2 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 ]

DEFENSE
Dodge (10) Base 7
Parry: (10) Base 4
Fortitude: (8) Base 5
Toughness: (8) ——
Will: (8) Base 8

WORKSHEET
Attack: 6 Effect: 6 Total: 12 (Razorsharp Claws)
Dodge: 10 Tough: 8 Total: 18
Parry: 10 Tough: 8 Total: 18
Fort: 8 Will: 8 Total: 16


ABILITIES [ 30 pp ] +
SKILLS [ 13 pp ] +
ADVANTAGES [ 7 pp ] +
POWERS [ 46 pp ] +
DEFENSES [ 24 pp ] =
120 PP TOTAL

Background:
Daemonettes are Lesser Daemons of Slaanesh. They are the most numerous of him daemonic minions and serve him as handmaidens, warriors, and agents.

Daemonettes appear as both beautiful and repulsive to those who look upon them. Their bewitching opal eyes and enchanting aura veil their androgynous features and grotesque claws, revealing an alluring appearance the beholder will always consider the epitome of beauty. Depending on the situation Daemonettes can be gracious and swift warriors, using their razor-sharp claws when violent force is necessary, or subtle messengers and seducers who will haunt the dreams and nightmares of their victims. Those Daemonettes that excel in their servitude may serve the Lord of Pleasure personally as courtesans on his throne. The more privileged a Daemonette is, the closer she is allowed to approach the throne.

Build Notes:
Finding artwork of Daemonettes that wouldn't cause Ares to hit me with a forty megaton ban-hammer was hard.
Last edited by Batgirl III on Mon Jul 30, 2018 3:36 pm, edited 1 time in total.
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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by Jabroniville » Mon Jul 30, 2018 3:06 am

Interesting to see these guys, as I'm only familiar with the Fantasy versions, who are fairly standard "Semi-Elite" Troops.

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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by Batgirl III » Mon Jul 30, 2018 3:20 am

Jabroniville wrote:
Mon Jul 30, 2018 3:06 am
Interesting to see these guys, as I'm only familiar with the Fantasy versions, who are fairly standard "Semi-Elite" Troops.
I think that my Lesser Dæmons are still "semi-elite," at least as far as combat is concerned, they just don't really have a lot of skills or abilities beyond introducing mortals' internal organs to the outside world. This makes them remarkably cheap to build, since they're as good in a fight as an Eldar Aspect Warrior and nearly as good as a Space Marine... But they don't have ranged attacks, don't have technical skills, don't have psychic powers, etcetera.
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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by catsi563 » Mon Jul 30, 2018 8:47 am

yeah lesser daemons are meant to be hard hitting shock troops tough and hit like a truck, but you can cause them the unit to retreat to the warp with enough damage .
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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by Spectrum » Mon Jul 30, 2018 10:42 pm

Do you have any familiarity with WarMachine or Anima? Both look gorgeous and I've been collecting some of the books for the art but I've never seen either of them actually being played.
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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by catsi563 » Tue Jul 31, 2018 12:46 am

Someone did a run of Warmachine in the 2nd ed ATT forums a while back.
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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by Sidious » Tue Jul 31, 2018 1:58 am

Spectrum wrote:
Mon Jul 30, 2018 10:42 pm
Do you have any familiarity with WarMachine or Anima? Both look gorgeous and I've been collecting some of the books for the art but I've never seen either of them actually being played.
I used to Pressgang for Warmachine/Hordes (Go Skorne!) and currently play both 40k and Age of Sigmar....

Warmachine is a similar game to 40k. It uses some of the same tools (models 4x4 board, tape measure, dice, widgets) but that's where the comparison ends. It's more exact and competitive (some would say to a toxic extent) than 40k or AoS. It's experiencing a slump in many areas due to a few missteps on the companies part (dismissal of the Pressgangers, botched roll-out of 3rd edition, the push of competition over hobby). Due to this is can be difficult to find a meta to join (it's totally dead in my area.) But there are facebook groups you can join that can help you get a game and they are always at Cons doing demos. The price point is about the same for both Warmachine and Warhammer, you just need less for Warmachine.

General WM group: https://www.facebook.com/groups/warmach ... esgeneral/
WM painting group: https://www.facebook.com/groups/WMHPainting/

Battle Reports for Warmachine: https://www.youtube.com/user/Taodark/featured

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Re: Warhammer 40,000 (Bloodletter, Daemonette)

Post by Sidious » Tue Jul 31, 2018 2:01 am

Batgirl III wrote:
Mon Jul 30, 2018 3:20 am
Jabroniville wrote:
Mon Jul 30, 2018 3:06 am
Interesting to see these guys, as I'm only familiar with the Fantasy versions, who are fairly standard "Semi-Elite" Troops.
I think that my Lesser Dæmons are still "semi-elite," at least as far as combat is concerned, they just don't really have a lot of skills or abilities beyond introducing mortals' internal organs to the outside world. This makes them remarkably cheap to build, since they're as good in a fight as an Eldar Aspect Warrior and nearly as good as a Space Marine... But they don't have ranged attacks, don't have technical skills, don't have psychic powers, etcetera.
I still can't wrap my head around viewing Blood Letters, Daemonettes, Plague Bearers, and Pink & Blue horrors as cannon fodder now.

I still remember 3rd edition when my 10 Bloodletters had a 3+ armor and 5+ invul save and ate units alive.

Now back to putting my Renegade Knight Dominus and Armigers together... *goes back to scraping mold-lines and swearing*

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Horrors of Tzeentch

Post by Batgirl III » Tue Jul 31, 2018 7:09 am

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PINK HORRORS
Warhammer 40,000 Character
Power Level 7 ( 150 PP )

Thought for the Day wrote:Dib dib dib, dob dob dob.
ABILITIES
Strength 3
Stamina 5
Agility 2
Dexterity 0
Fighting 6
Intellect 0
Awareness -1
Presence -1

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

ADVANTAGES
All-Out Attack, Ritualist, Taunt

POWERS
Lesser Daemon [ 90 PP Total ]
Bolt of Change Damage 4 (E: Ranged [Perception]) [ 12 PP ]
Daemonic Flesh Protection 1 [ 1 PP ]
Daemonic Ideation Senses 5 (Mental: Acute [1], Accurate [2], Detect Magic Ranged [2]) [ 5 PP ]
Enhanced Senses Senses 4 (Visual: Counters Illusion [2], Darkvision [2]) [ 4 PP ]
Smoke and Lights Concealment 4 (All Visual Senses; F: Partial) [ 4 PP ]
Split Upon Death Summon 4 (Two 60 PP Minions; E: Active, Horde, Multiple Minions, Reaction [when incapacitated]) [ 36 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 ]

DEFENSE
Dodge (8) Base 6
Parry: (8) Base 2
Fortitude: (5) Base 0
Toughness: (6) ——
Will: (9) Base 10

WORKSHEET
Attack: 8 Effect: 3 Total: 11 (Unarmed)
Attack: —— Effect: 4 Total: 4 (Bolt of Change)
Dodge: 8 Tough: 6 Total: 14
Parry: 8 Tough: 6 Total: 14
Fort: 5 Will: 9 Total: 14


ABILITIES [ 28 pp ] +
SKILLS [ 11 pp ] +
ADVANTAGES [ 3 pp ] +
POWERS [ 90 pp ] +
DEFENSES [ 18 pp ] =
150 PP TOTAL

Background:
Horrors are the writhing Lesser Daemons of Tzeentch, fashioned from raw warpstuff and used as slaves by the Lords of Change. They come in two types, chiefly identified by coloration; Pink Horrors and Blue Horrors. Arguably the most bizarre of all daemons in appearance, Horrors of Tzeentch manifest as an ever changing mass of shifting, ungangly limbs with a central torso that normally sports a cackling or leering face in the center - though the Horror's face can vanish and randomly reappear elsewhere on their body.

Tzeentch creates almost all of them as cheerful, madly babbling Pink Horrors. Apart from their bright coloration, Pink Horrors are also notable for their madly happy demeanor; theY constantly emit noises of almost ecstatic excitement. This inherently random noise, especially when Pink Horrors appear in groups, is said to be particularly unnerving, able to drive the weak-minded to insanity. To add to the cacophony of sensory perceptions, Pink Horrors leave trails of pink smoke and light behind them as they move; and they move constantly, running, scampering and caterwauling all over the place.

Pink Horrors enjoy casting spells and such aggressive acts will only spur them onto to wilder behavior and greater expressions of manic excitement. Horror Packs rely heavily on their ranged sorcerous attacks but even in melee they are difficult to deal with. Although weaker than most other daemons in close combat, their magical, twisting bodies are hard to destroy. Upon dying (something else which appears to provide them with unnatural delight), they magically transform into two Blue Horrors with a final whoop of happiness.

BLUE HORRORS
Warhammer 40,000 Character
Power Level 6 ( 60 PP )


ABILITIES
Strength 2
Stamina 4
Agility 2
Dexterity 0
Fighting 6
Intellect -1
Awareness -2
Presence -2

SKILLS
Close Combat [Unarmed] 2 (+8), Deception 6 (+4), Persuasion 6 (+4)

POWERS
Lesser Daemon [ 17 PP Total ]
Azure Flames Damage 3 (E: Area [60' Cone]) [ 6 PP ]
Daemonic Flesh Protection 2 [ 2 PP ]
Daemonic Ideation Senses 2 (Mental: Detect Magic Ranged [2]) [ 2 PP ]
Enhanced Senses Senses 2 (Visual: Darkvision [2]) [ 2 PP ]
Warpspawn Immunity 5 (Environmental Cold, Environmental Heat, Radiation; No Need to Breath) [ 5 PP ]

DEFENSE
Dodge (6) Base 4
Parry: (6) Base 0
Fortitude: (4) Base 0
Toughness: (6) ——
Will: (8) Base 10

WORKSHEET
Attack: 8 Effect: 2 Total: 10 (Unarmed)
Attack: —— Effect: 3 Total: 3 (Azure Flames)
Dodge: 6 Tough: 6 Total: 12
Parry: 6 Tough: 6 Total: 12
Fort: 4 Will: 8 Total: 12


ABILITIES [ 18 pp ] +
SKILLS [ 7 pp ] +
ADVANTAGES [ 0 pp ] +
POWERS [ 17 pp ] +
DEFENSES [ 18 pp ] =
60 PP TOTAL

Background:
A Pink Horror splits into two smaller Blue Horrors when its body is destroyed. While these two are just as dangerous as their former Pink self, Blue Horrors tend to squabble endlessly among themselves as their cheerful nature is reversed with the splitting, their principle character traits being sadness and incessant whining.
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