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Scorpion's Carapace ~ Shadow Drive
Like all the various armours of the Aspect Warriors, the Scorpion's Carapace, armour of the Striking Scorpions, possesses an inbuilt psychic response system, called a Drive. The Shadow Drive of the Scorpion's Carapace, so called for it so successfully camouflages the Striking Scorpions such that what is left viewable of them are mere shadows cast on the ground, allows the Striking Scorpions to blend seamlessly into their surroundings. The greater the shadows cast by a terrain, the better the Striking Scorpions excel in that terrain. The mesh cells on the surface of the armour have inbuilt photo-receptors that absorb the reflected light of its surroundings, then relay them back as a dark, dense, black void that blocks the visual senses from processing an imagery in the minds of the enemy, appearing as a null visage in the mental eye, making the Striking Scorpions as fleeting as shadows.
The Shadow Drive has two modes in actuality, the two modes switched and triggered by a mere psychic gesture of the Striking Scorpion, the psychic receptors of the Shadow Drive within the armour responding to the intentions of the Striking Scorpion. As the Striking Scorpions do not truly invoke the Warp, this psychic switch cannot be considered a psychic power that taps into the Warp in the sense of that of a Psyker. The Striking Scorpions is simply exercising control over the Shadow Drive through his thoughts, and the Drive responses with psychic intimacy to the extents of the Striking Scorpions' commands. The second mode causes the photo-receptors to reflect back the surrounding light into the viewer's eye, allowing the Striking Scorpions to appear as if to obtain chameleonic properties. This secondary mode is only activated should the enemy somehow be able to perceive the Striking Scorpions, despite being in Shadow Void mode.
In addition, the Shadow Drive incorporates the same mesh musculature that is distinctive of the Auxiliary Drive of the Avenger Armour of the Dire Avengers, albeit augmented to perform to the needs of the Striking Scorpions. In the same way the Auxiliary Drive braces the arms of the Dire Avenger Exarch when firing two Shuriken Catapults in each hand, the Shadow Drive tenses the inlaid mesh musculature, providing the Striking Scorpion Exarch the ability to wield two-handed weapons with a single hand instead. The added weight created from the tension of the mesh musculature, together with the heavier armour plates of the Scorpion's Carapace means that some mobility is lost when the musculature augments are used. As it is with other Aspects, the Shadow Drive, the system of psychic response nodes incorporated into the Scorpion's Carapace, allows the Striking Scorpions to fulfill the intent they were designed for. The collective abilities of the Shadow Drive is to drive towards a single purpose, and that is to enact the Shadowstrike, the deadliest of the hunting techniques practiced by the Striking Scorpions, in fact being the epitome, the very height of the Striking Scorpions' devastating arsenal, for it is the set-up that allows the Striking Scorpions to establish their Techniques of the Hunt in the assault.
The heavy armour plates of the Scorpion's Carapace confers a 3+AS to its bearer. In addition, despite being relatively heavier to the Mesh Armour used by the majority of the Aspects, the Scorpion's Carapace still utilise the same mesh layer technology that allows a lighter mesh of cells to meld together to attain a heavier defence, their rigidity belying its appearance, albeit in a heavier form of it. The Striking Scorpions may Fleet of Foot in their Turn's Shooting Phase, as long as they did not have to take a Saving Throw or Unsaved Wound in the previous enemy's Shooting Phase.
Shadow Void Mode:
The Striking Scorpions gains a 6+CS in the open and are always considered to be in Cover unless Spotted by the enemy. In addition, they gain +1 to their CS when in Cover. In addition, any enemy unit attempting to Shoot or Charge the Striking Scorpions have to pass a Spotting Test. The enemy unit multiplies its CS by D3", and the result in inches is the Spotting Distance. Should the dice rolled be under the distance of the Striking Scorpions away from the enemy unit attempting to Shoot or Charge, the enemy unit may not Shoot or Assault this Turn, becoming too distracted by the strange blank vision appearing in their visual senses. Should Night Fighting rules be in effect, then the enemy rolls one less Die for Spotting the Striking Scorpion in Shadow Void Mode. Should the enemy unit roll above the distance away of the Striking Scorpions, the enemy unit is able to detect the Striking Scorpions despite the null void thrown up by the Shadow Drive in their visual cortex, and need not ever Test for Spotting when Shooting or Charging the Striking Scorpions again. When Striking Scorpions fire their firearms, the target enemy unit immediately Tests for Spotting, passing which will be able to see the Striking Scorpion troop in subsequent Turns. Once Spotted, the Striking Scorpions still benefit from their 6+CS in the open, but will either have to Move to denser terrain to allow the shadows to recreate the blank visual illusion, or to switch to the Chameleon Camouflage Mode.
Chameleon Camouflage Mode:
The Striking Scorpions gains a 6+CS in the open and are always considered to be in Cover unless Spotted by the enemy. In addition, they gain +1 to their CS when in Cover. The Striking Scorpions switches to the Chameleon Camouflage Mode by passing a Leadership Test, failing which the Shadow Drive remains in the Shadow Void Mode. Any enemy unit attempting to Shoot or Charge the Striking Scorpions must roll a D6 and add the result to its Initiative value. The Striking Scorpions does the same rolling a D6 and adding it to the highest Initiative present in the unit, to represent the Striking Scorpions following the more experienced movements of the Striking Scorpion Exarch. Add also the Cover Save level of the Cover Save of the Striking Scorpions. For instance, a 6+CS provides 1 Cover Save level, while a 5+CS provides 2 and so on. Should the Striking Scorpions score higher, the enemy unit is free to target a different troop but not the Striking Scorpion squad. Should the enemy unit score higher, the enemy unit is free to target the Striking Scorpions at will, without the need for Testing for Spotting in subsequent Turns, as the enemy unit is now able to clearly delineate the outlines of the Striking Scorpions in their minds. The Striking Scorpions regain back their camouflage should they enter a different area terrain that modifies their CS, even if the new CS is weaker, or they can opt to switch to Shadow Void Mode, requiring to pass a Leadership Test.
Should the Striking Scorpions successfully approach the target enemy unit without being Spotted in either Shadow Void Mode or Chameleon Camouflage Mode, or from the rear of the unit, the Striking Scorpions gain the Surprise Assault and Furious Assault Special Rule, gaining +1A and +1S and +2I on the Charge.
Augmented Mesh Musculature:
The Striking Scorpion Exarch may wield a two-handed Weapon in one hand, compensating by losing the Fleet of Foot Special Rule. This adverse condition affects the entire Striking Scorpion troop. Even if a Striking Scorpion Exarch wields both a Scorpion's Pincer and Biting Blade in each hand, he may only use one type of Weapon each Assault Phase, and do not benefit from +1A for possessing two Close Combat Weapons.
Mandible Chainsword ~ Way of the Striking Scorpion
When the Striking Scorpions go to war, they wield the Mandible Chainsword, a vicious blade with a diamond-toothed chain edge that mangles and tears flesh. Like the name suggests, the chain links in the serrated edge of the Mandible Chainsword bites into the flesh of the victim, and committed together with a swift stroke by the Striking Scorpion, grinds right down to the soft tissue, leaving gaping wounds in the enemy. Despite the exquisite balance and overall Eldar quality design of the Mandible Chainsword, it is still but a chainsword. Thus, to achieve its maximum potential for damage, the Mandible is swung at the weakest, most vulnerable, fleshy areas for the chinks to snag onto, and with a whir of the motors that power the chain edge, the flesh of the enemy is churned into pulp. Thus, only in the hands of a Striking Scorpion can the Mandible Chainsword reach such efficacy in its attacks, as it is only with the consummate skill wielded by the Striking Scorpion can the potential strength of the Chainsword be reached. In other words, only in this certain technique practiced by the Striking Scorpions in their utilisation of the blade will the Mandible Chainsword reach such strength to the blows inflicted with it. This technique is honed to perfection by the Striking Scorpions, throughout the capacity of their long lifespans, and is the trademark move within their repertoire. This fighting technique, of hitting the most vulnerable sections of the enemy's exposed flesh, and then intentionally catching onto the flesh with the chain edge in order to inflict an arresting pain and to maximise the damage from the whirring chain edge that completely lacerates the already raw wound, committed together with one swift cutting motion, is called the Way of the Striking Scorpion, and it is their main battle technique that they execute during assaults. This deadly strike is best applied against unarmoured or lightly clad foes, magnifying the damage received from an otherwise fully encased enemy. The lack of exposed flesh factors in greatly to the efficiency of this weapon.
"Way of the Striking Scorpion":
The Mandible Chainsword confers +1S to its wielder's Attacks. In addition, the Mandible Chainsword is considered a Hefty Weapon, meaning it confers a -1 AS modifier to Attacks made for each level of Strength above 3.
Biting Blade ~ Way of the Shredding Scorpion
The teeth of a Biting Blade tear through flesh as if it were parchment, shredding muscle and bone. As the name suggests, lining the serrated edge of the Biting Blade are innumerable diamond-hard teeth that end in hooks, which cuts and snags onto the flesh of its target. These hooked teeth ensures that the Biting Blade holds onto the flesh of its target even when the motors of the chain edge are put into motion, resulting in a huge, gaping wound left in the aftermath. What the Exarch does next is to pull and tear away at the flesh with the blade, shredding off a whole section of the enemy, ensuring the badly mauled enemy is close to death or perhaps dead. The force required to control the Biting Blade in position, sunk in the flesh of the target as the chain edge whirs, requires that both hands be used.
"Way of the Shredding Scorpion":
+10Pts for the Exarch. The Biting Blade is a two-handed Mandible Chainsword that adds +2 Strength instead of 1. In addition, for each Unsaved Wound caused by the Biting Blade, the enemy suffers a further Hit. These further Hits pile up and continue until the enemy manages to make a successful Save against them.
Chainsabres ~ Way of the Feasting Scorpion
Some Exarchs train in the use of blades paired with ancient gauntlets that house a Shuriken Pistol in each gauntlet, allowing them to level a storm of attacks at their foes. These Chainsabres as they are called, have a curving serrated chain edge that deepens the cuts dealt by the Striking Scorpion Exarch, increasing each further blow delivered to the affected area. What the Exarchs do is to inflict with the dual sabres on the same vulnerable, exposed spot that has already been mauled by the initial attack, pressing on with abandon in a furious onslaught that all but reduces the area of tissue and muscle to shreds. This fighting technique is labelled the Way of the Feasting Scorpion, for it mimics the rapid movements of the mandibles of a feasting scorpion upon a wounded foe, as it gorges with reckless abandon, indulging in the meal.
"Way of the Feasting Scorpion":
+5Pts for the Exarch. The Chainsabres are a set of Mandible Chainswords that adds +1A and counts as Two Shuriken Pistols that may be fired in the same Turn, with the following difference: they re-roll all failed to-Hit rolls, and for each successful Hit, the Strength of the Attack increases by 1, to a maximum of 10.
Scorpion's Pincer ~Way of the Crushing Scorpion~
The Scorpion's Pincer takes the form of a powered claw-shaped gauntlet incorporated with a Shuriken Catapult. The Striking Scorpion Exarchs use this roughly translatable as the Power Fist equivalents of the Space Marines to literally crush their foes under heavy blows from the shimmering power fields of the Scorpion's Pincer. They are used with a prejudice against heavily armoured targets that turn away the chain edge blades of the chainsword weapons in the arsenal of the Striking Scorpion. With the Scorpion's Pincer, even heavily armoured foes have little chance of escaping the wrath of the Striking Scorpions. But the Scorpion's Pincer does reduces the speed of the Exarch's attacks. Lining the pincer edge of the Scorpion's Pincer is the same diamond-toothed serrated chain edge of the other chainsword type weapons in the armoury of the Striking Scorpions. This whirring chain edge is activated when the Scorpion Exarch and his retinue encounters the armoured hull of a vehicle, smashing apart with the blunt force of the power field imbued Scorpion's Pincer, while cutting through and opening up the thick armoured hull with the serrated chain edge. The way the Striking Scorpion Exarchs utilise the Scorpion's Pincer reminds one of the crushing pincers of a scorpion closing in on its prey, thus giving it both its deserved reputation and name.
"Way of the Crushing Scorpion":
+15Pts for the Exarch. The Scorpion's Pincer functions as both a Chain Fist and Shuriken Catapult in the same Turn.
Mandiblasters ~ Way of the Stinging Scorpion
The signature attack of the Striking Scorpion is made by the weapon pods housed on either side of the warrior's helment, known as Mandiblasters. These are short-ranged laser weapons used to deliver a deadly energy sting in close combat. Activated by a psychic pick-up, they fire a hail of needle-thin shards that act as a conductor for a highly charged laser. Like a scorpion that quickly darts out its venomous stinger at the moment of an opening in the armour of his prey, before slowly retracting back, such is the Stinging Scorpion, as such do the Mandiblasters work. There is an actual method of approach mastered by the Striking Scorpions to enable the accurate firing of the Mandiblasters, a technique practiced called the Way of the Stinging Scorpion, without which the Mandiblasters would be innaccurate and unreliable. Without saying, it requires great skill in the positioning of the head in order to fire off weapons that are located at the sides of your helm. The Striking Scorpions will close in on the enemy as near as possible, so as to maximise the penetrative properties of the Mandiblasters. A Mandiblaster volley and the blistering storm of attacks from the Scorpions that follow it is enough to tear the heart out of an enemy force.
"Way of the Stinging Scorpion":
The Mandiblasters may always be fired along with the Shuriken Pistol wielded by the Striking Scorpions, or the Shuriken Catapult incorporated into the Scorpion's Pincer. The Mandiblasters has the following profile: R6" S5 AP4 T:A1, Psychic Pick-Up, Electric Sting. Should it be used in Close Combat, it uses the Striking Scorpion's WS as the BS instead. This means that modifiers that affect the BS do not affect the accuracy of the Mandiblasters Shot in Close Combat and vice-versa.
The Psychic Pick-Up of the Mandiblasters means that it is fired at the single intention of a thought, a much faster response rate than possible with mere physical blows. When used in Close Combat, the Mandiblasters have an Initiative equal to the Leadership value of the Striking Scorpion.
Enemies Hit by the Mandiblasters are shocked by an Electric Sting from the ionised stream of charged laser that follows the needle-thin shards that act as a conductor. In addition, units Hit by the Mandiblasters have their Initiative reduced by -2, that is accumulative. Should the accumulated effect reduce the model's Initiative below 0, the model loses a number of Attacks equal to the reduction in Initiative below 0 in Assault.
I feel like I'm reading through Dark Heresy, only there's more words and less rules. X>P
Shadow Void Mode-
The models always count as Going to Ground, but is free to perform any actions it wishes- it suffers no drawbacks from being Gone to Ground. When an enemy is trying to shoot at the model, it must use the Night Fighting rules to determine if it is within range or not. If the firing unit takes the Night Fighting test and fails, it may attempt to shoot a different unit. If the Night Fighting rules are already in effect, then the dice roll is halved.
See how much less wording that is, and its essentially the same rule, but with much less to remember, and less of an adverse impact on the fluidity of gameplay.
I agree, but I like the idea of using already fixed characteristics as a modifier, like in this case, the Cover Save of say 6+ is used in place of the X in the equation, meaning the Striking Scorpions can be spotted up to 36". I think this makes sense overall as with the degree of Cover they are in, so do they become harder to spot.
P.S. By the way, is Dark Heresy the CCG of Warhammer 40,000? Can you tell me about it or at least link me to a site that describes the Rules?
Yes I know what you mean, and I would have no problem playing with the rules, however some people that ply this forum are simply to lazy to read a couple paragraphsof rules, and remember them in game.
Sorry my Mom and I share a computer and she's going back to school on the internet so my time is presses sometimes, like it was earlier.
No Dark Heresy is warhammer RPG, they have also published a new Rouge Trader too.
Fantasy Flight Games [Dark Heresy] - Leading publisher of board, card, and roleplaying games.
that is a link to the publisher
and this is a link to the best fan site imo--
Dark Reign | The Unofficial Warhammer 40K Roleplay Site for Dark Heresy and Rogue Trader - Home
Its just your typical RPG. Its based around the RPer's being Inquisitorial Acolytes. Its mostly =][= vs. Heretics and Daemons. Its got tons of stuff to get your creatie juices following like a Redeemer Cannon, it describes an entire Sector in exquisite detail.
Okay back to the Scorpions----
I really like that little rule disallowing you from using the Fleet if you had to do a save. On a side note, that reminds me of a new group of materials chemists are developing. I believe they ae called non-newtonian liquid. Basically its like silly puddy that hardens to kevlar-like protection the instant a bullet hits it, so its flexible- being a liquid, but when force is applied, it becomes a solid temporarily.
I think your formula for determining the sight distance is too powerful, however,I don't think permenantly losing the protection of the Void if discovered makes up for that. If they are in cover, you won't be able to do that much damage to them even if you can see them, then before you know it they'll be killing you. And something else just popped in my head- points? This stuff would be REALLY expensive. Now, there is one place where this equipment would come in handy- I've been tinkering with a type of 40K involving 'Movie Marine' level stat upgrades for all races, and this would fit right in.
Well it seems that as long as they are in cover, they will never get hurt. I'm too tired to do the Mathhammer at the moment, but it must be a ridiulously high rate of not even getting shot at, let alone passing cover saves.
How do I ''or should the Striking Scorpions Assault from the rear of the enemy unit''??
Augmented Mesh Musculature:-- good trade
"Way of the Striking Scorpion":-- because it is such a heavy blow, perhaps it should also have -1 Int per negative armour point modifier?
"Way of the Shredding Scorpion":-- more like 20-30 points- it'd have an easy time killing nid warriors, and really any multi wound model with 4+ save or worse.
Well i just did a session of Mathhammer, and unless they get their Suprise/ Furious the best that'll happen is a squad of 6 including Exarch is decimated, the Exarch being the only model strong enough to reliably wound it. Getting the Suprise/Furious is vital to them killing the Carnie before it can swing- it was unupgraded by the way.
Though against models with a lower T, they are just way to freaking powerful- They'd have to be atleast 40points each, 80 points for Exarch.
However, they are creative rules that make sense and work well, but like I said earlier, they are too overpowered for 40K level combat. If you think of them like Movie Marines you'll be fine.
I have to say my incarnation of the Biting Blade was how it was in 3rd Edition. I don't think they are heavily overpowered, I think we can reach a compromise with the Shadow Drive's abilities, after all, if the squad is in the open, they have more than 50% chance of being spotted. They only excel in dense terrain, so make sure there is a fair amount only, divided between both sides of the table evenly. I would like to say more but I have to go for my morning run, see ya. Please comment too on the Chainsabres, I think they deserve the current rule of the Biting Blade more, as it makes sense since they make more attacks. Also, I think it makes sense that the Scorpion's Pincer should also have the Chain Fist Special Rule, since all the other weapons in the arsenal of the Striking Scorpions are Chain Weapons.
Well I have to go because its 10 at night here lol--
I'll spend some time tomorrow thinking about it, if I actually wrap my head around it I'll be able to go through the scenarios and really analyze it. And when you get back from your run could you please do me a favor and read though my Daemon Weapons- I'd appreciate it. In the mean time I'm going to write some concept fluff for the Slann- we'd be able to do more concrete rules off that.
I read a little of the Daemon Weapons Conversion. So these rules were originally from Dark Heresy? About the Biting Blade, I am not sure if it is each Unsaved Wound causes a further Hit or a further Wound. Can you reply back to me asap on this 3rd Edition rule?