Codex - Slaugth: Difference between revisions

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'''Wargear'''  
'''Wargear'''  


Assault Grenades
*'''Assault Grenades'''


Defensive Grenades
*'''Defensive Grenades'''


Necrotic Sceptre
*'''Necrotic Sceptre'''


Shroud Armor
*'''Shroud Armor'''


==='''HQ - Intendant'''===   
==='''HQ - Intendant'''===   
Line 303: Line 303:


==='''HEAVY SUPPORT - Harvest construct'''===
==='''HEAVY SUPPORT - Harvest construct'''===
Skimmer, instant death weapon


==='''HEAVY SUPPORT - Warrior Vassal Construct'''===
==='''HEAVY SUPPORT - Warrior Vassal Construct'''===

Latest revision as of 10:57, 20 June 2023

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[edit]

  • Battle brothers: Slaugth
  • Allies of Convenience: Necrons
  • Desperate allies: Dark Eldar, Orks, Forces of the Tau Empire
  • Come the Apocalypse: Tyranids, Eldar, Squats, Forces of Chaos, Forces of the Imperium

Special Rules[edit]

  • 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[edit]

  • 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 - The Warlord has twisted and altered its own body to unnatural degrees to grant itself and its guards unholy resilience. The Warlord and its unit gain a 6+ feel no pain save that stacks with any other sources of feel no pain.
  • 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 5 the warlord regains a lost wound, when the Warlord removes a model as a casualty, this roll improves to a four or higher.
  • 5: Crawling Mastermind - The Warlord is a being of ancient strategic and tactical skill. While the warlord is alive the player may draw two cards per turn from the tactical objectives card deck and select the one they prefer.
  • 6: Master of Dark Science - The Warlord has mastered the craft of the deadly weapons of the Slaugth. All units that deploy within 6" of the Warlord at the start of the game have their weapons counted as master crafted.

Wargear[edit]

  • 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[edit]

  • Ark of Miasma - There are some among the Ordo Xenos that believe that the strange creatures that inhabited the planet Barbarus, the toxic homeworld of the Primarch Mortarion, were in fact a sect of Slaugth flesh-shapers and necromancers. This belief is only reinforced by the existence of this item, which some say was first used to turn Barbarus into the toxic hellscape that Mortarion landed on. A model bearing this artifact projects a shroud of poisonous fog that is deadly to non-slaugth units. All non-slaugth units within 12 inches suffer -1 toughness and all friendly units within 12 inches have shrouded.

Armoury[edit]

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

Army List[edit]

HQ - Principal[edit]

WS BS S T W I A Ld Sv Unit Type Composition
Principal 6 4 4 5 4 4 5 10 3+/5++ Independent Character 1 Principal


Wargear

  • Assault Grenades
  • Defensive Grenades
  • Necrotic Sceptre
  • Shroud Armor

HQ - Intendant[edit]

HQ - Scion of Kay-Yuss[edit]

WS BS S T W I A Ld Sv Unit Type Composition
Scion of Kay-Yuss 8 5 5 5 5 5 5 10 3+/4++ Infantry 1 Scion


Wargear

  • Assault Grenades
  • Atropus: The dreaded scythe of Kay-yuss and the slayer of many a foe. The black 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 is considered armorbane and AP1. During the shooting phase it can fire as a Necrotic sceptre that may fire twice.
  • 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 gives him the power to ignore pain, and counts as a shroud armor that offers a 3+ armor save and feel no pain.
  • Necrosis Rex: This mighty crown wraps around his head and infuses him with strange, otherworldly power, granting him a potent power field that increases his resilience and allows him to mend his wounds at greater speeds, offering him it will not die and a 4+ invulnerable save.

Special Rules

  • Special Character
  • Independent Character
  • Fearless
  • Vile Horror
  • Night Terror
  • Worm That Walks
  • Great Commander: Kay-yuss has been commanding the vat grown, genetically altered, or recruited armies of the Slaugth with masterful precision for a tremendous length of time. It may roll up to three times on any warlord trait table or any combination of thereof of its choosing.


ELITES - Destructors[edit]

TROOPS - Corpse creature (Human)[edit]

Points Cost - 40

WS BS S T W I A Ld Sv Unit Type Composition
Corpse Creature (Human) 3 2 3 3 1 2 1 7 - Infantry 10 corpse creatures


Wargear

  • Close Combat weapon

Special Rules

  • Fearless
  • Night Terror
  • Feel no Pain

The Slaugth are often regarded as a race of Necromancers due to their proclivity for taking the corpses of the fallen and turning them into cheap and quick fodder, warping and twisting their flesh and forcing a new, unnatural life into the former corpse, though unlike the Zombies of Nurgle (whom the Slaugth regard as offensively crude), these creatures still retain enough sense to make use of weapons; and if corpses are not in sufficient supply, will simply be grown from vats. These corpse creatures are made from humans, and while certainly outmatched by living soldiers; they are thrown in sufficient numbers to make up for this and more. If they are lost in battle; so be it, there are always more to be made and the effort put into their creation is essentially nonexistent. All corpse creatures are quite modified from their original bodies, making them into little more than monstrous warpings of flesh and bone.

Options:

  • You can add up to forty corpse creatures to a squad (4pts each)


TROOPS - Slaugth spawnlings[edit]

Points Cost - 60

WS BS S T W I A Ld Sv Unit Type Composition
Slaugth Spawnlings 3 2 3 3 4 4 4 7 - Infantry 3 Slaugth spawnlings


Wargear

  • Close Combat weapon

Special Rules

  • Fearless
  • Swarm
  • Night Terror
  • Feel no Pain
  • Blood feast : for every unsaved wound dealt by a slaugth spawnling base, roll a d6, on a 5+, the base regains a single wound or gains an additional wound and attack up to 10, if it removes a model as a casualty, it regains or gains a wound on a 4+, upon gaining 6 wounds, a base is considered to have the shred special rule, upon gaining 8 it is considered to have the rending special rule, upon gaining 10 it is considered to have fleshbane.

The Slaugth are simultaneously both a rather rare species and quite prodigious breeders. The Slaugth reproduction cycle is quite literally sloughing off enough of their loathsome leechlike maggots to create a swarm of themselves. To create a fully intelligent slaugth requires that ten thousand Slaugth worms attain the age of one hundred, though this period can be shortened by consuming brains; whereupon their mental development is complete and they merge into a single being they can take their place among the Convens of the maggot men, where from that point on truly killing a Slaugth is a next to impossible task for so long as one worm escapes, the Slaugth can be reborn given time to multiply. That the Slaugth can plague the galaxy to the extent they do is because they produce spawnlings at a great rate, meaning that large numbers of their foul kind reach maturity constantly. In battle, Spawnlings seek to devour anything they can come across, having a particular taste for intelligent beings to accelerate their development.

Largely considered expendable, Slaugth spawnlings are most feared for their reproductive frenzies when allowed to engorge themselves. A small swarm can quickly snowball out of control into a tide of crawling worm things hungry for the flesh of everything in sight; boring through even thick armor and massive walls of flesh to fill their bellies.

Options:

  • You can add up to seven additional Slaugth spawnling bases (25pts each)

TROOPS - Ur-Ghuls[edit]

Points Cost - 75

WS BS S T W I A Ld Sv Unit Type Composition
Corpse Creature (Human) 4 0 4 3 1 5 3 8 - Infantry 5 Ur-Ghuls


Wargear

  • Close Combat weapon

Special Rules

  • Fear
  • Vile Horror
  • Feel no Pain
  • Furious Charge
  • Fleet

Whereas the Dark Eldar occasionally make use of Ur-Ghuls as guardians and pet attack dogs for their Archons, the Slaugth produce whole armies of them, valuing their sheer ferocity and strength, though the Slaugth modify their Ur-Ghuls to deal with their rather lackluster courage and enjoy shaping them to be even more horrific monstrosities than they already were, inspiring more fear and terror in their enemies. Ur-Ghul fleshcraft is considered something of an art among the Slaugth, and they frequently take pride in showing off their latest and most gruesome modifications to the Ur-Ghul genome to impress their fellows and other convens; often selling them out to other convens.

Options:

  • You can add up to 15 additional ur-ghuls (+15 pts each)

FAST ATTACK[edit]

HEAVY SUPPORT - Harvest construct[edit]

Skimmer, instant death weapon

HEAVY SUPPORT - Warrior Vassal Construct[edit]

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
  • Night Terror

Wargear

  • Necrotic Beamer

LORD OF WAR[edit]

FORTIFICATION[edit]