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  1. #1
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    After many unslept nights of thinking about my Space Marines and Undead Vampire Counts an idea came into my mind. I started to write it down and then the monster was born. I created a new race/army.

    May I introduce you to the: Al-Ruk.

    Due to the fact that I just made up the army I have no models to show (yet). But soon the first few squads of the Al-Ruks will appear.

    Who are the Al-Ruks? To keep it simple they are fanatics of their god, the so called "Chosen". They are of Elf size. The idea of the Al-Ruks is that they were once proud representatives of their races, what means that the Al-Ruks were once Dwarfs, Elfs, Humans and perhaps Orks. The terrible mutation which they are going through shrinks them or makes them larger, than turns their skin to scales and finally makes their face mutated in a number of ways. For their own reason the Al-Ruks hide their faces by wearing masks or using their magical gifts to create "nothingness" where once was their head (explained later).

    The Al-Ruks try to become both the best warriors and magicians in the Old World. Most only choose the first option and so becoming Al-Ruk warriors, archers or cavallery. After years of training their skills of using weapons reaches such a level that no one can match them. The only thing which the Al-Ruk dont accept is wearing armor (british= armour). What means that they dont have any armor save! But in order not to leave them completely defensless I gave them a 6+ Ward Save thanks to their reflexes. (More explained later)

    The ones that choose the path of magic began as Adepts (petty magic at the most). After that they become priests (Lvl 2 Wizards) and finally after many years they become High Al-Ruks (Lvl 4 Wizard, but surprise surprise no Ward Save&#33 The Al-Ruks naturally have their own Spells (still have to create them just like the Magic Items)

    Then come the ones that did not make it. Everybody knows that not always everything works out. Al-Ruks that are not quiet Al-Ruks turn into wild savages. They use proper heavy armor and Heavy weapons but may suffer from different mind sicknesses (It may happen that for the whole game they will simply roll on the floor). Then come the Chosens. The ones that made it through exceptionally. They are blessed by the Chosen and so use the best weapons and are protected by magicall enchantments (5+ Ward Save)

    I showed you almost everything. I will still give one type of Core Choice that I am proud of. Al-Ruks love to torture things. This forces them to capture speciments (anything that is still alive). Then they use them for experiments, building works, or similar things. If the situation requiers it the Al-Ruks can use their prisoners during battle. This way forming large groups of up to 30 men! These bands are controlled by Slavers. The slaves having ONLY hand weapons can be used to stop the enemies advance for a few rounds. But the slaves will escape if the Slaver will die for some reason.

    Now a bit about their weapons. The Al-Ruks use mostly Swords, Spears and knifes. They dont use axes, morning stars and hammers. ALL Al-Ruk weapons are poisoned. The Al-Ruks ride either Horses or large Lizards (I will give the name later).

    I have to finish now but I will still say that the Al-Ruks dont build cities out in the open. They hide underground or in old Castles long forgotten by mankind.

    Please post questions about this Race. Also any suggestions would be helpfull.


    Belongs in rules developmnet

    Moving...choo-chooooooooooooo!!

    KU
    Ooops sorry.

    The Night Bringers
    "May the Darkness Preserve us!"
    Win: 1
    Loose: 1
    Draw: 1

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  3. #2
    Keeper of Records and Ale King Ulrik Flamebeard's Avatar
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    Belongs in rules developmnet

    Moving...choo-chooooooooooooo!!

    KU

  4. #3
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    Here are the different Choices that will be avaiable. This has to smoothened out. Perhaps with your help. A few names will not be recognizible for you and I will give in the Special rules for different weapons later on...

    Lord Choices

    High Al-Ruk
    Points: 160
    M WS BS S T W I A LD
    5 6 5 4 4 3 5 1 10

    Weapons: Al-Ruk Hand weapon

    Magic: Lvl 3 Wizard with either Lore of Death of The Chosen's Gifts.

    Oprions: Upgrade to Lvl 4 Wizard +35pts
    May ride a Kara-Hin (no points yet) or horse (no points yet)
    May choose Common or Magical Items from the Al-Ruk list (none yet ) up to 100pts

    Special Rules: May only accompany The Chosens.
    ********************************************************************

    Hero Choices

    Al-Ruk Priest
    Points: 80

    M WS BS S T W I A LD
    5 7 5 4 4 2 5 1 9

    Weapons: Al-Ruk hand weapon

    Magic: Lvl 1 Wizard, may choose either Lore od Death or The Chosen's Gifts
    Options: May ride a horse for (no points yet)
    May choose Common or Magical Items up to +50pts
    May be upgraded to a Lvl 2 wizard for +15pts

    Special Rules: Fast Reflex (6+ Ward Save)

    ********************************************************************

    Core Choices

    Al-Ruk Warriors
    Size of Squad 10-30 Members
    Points per Model: 18
    M WS BS S T W I A LD
    Al-Ruk 5 5 4 4 4 1 5 1 7
    Captain 5 5 4 4 4 1 5 2 8
    Weapons: either Al-Ruk hand weapons, Spears or Krans

    Options: promote one Al-Ruk to a captian for +35 pts
    promote one Al-Ruk to a musician for +10 pts
    promote one Al-Ruk to a Standard Bearer for +10pts

    Special Rules: Fast Reflex (6+ Ward Save)


    Al-Ruk archers
    Size of Squad 10-20 members
    Points per Model: 20pts
    M WS BS S T W I A LD
    Al-Ruk 5 4 5 4 4 1 5 1 7
    Captain 5 4 5 4 4 1 5 2 8

    Weapons: Al-Ruk hand weapons, bows (still considering)

    Options: Promote one Al-Ruk to a Captain for +35pts

    Special Rules: Scouts, Fast Reflex(6+ Ward Save)


    Slave Hordes
    Size of Squad 10-30
    Points for slave: 5pts
    Points for Slaver: 18pts(one per squad)
    M WS BS S T W I A LD
    Slaver 5 5 4 4 4 1 5 1 8
    Slave 4 3 3 3 3 1 4 1 7

    Weapons: Slaver: Al-Ruk hand weapon, Whip
    Slave: Hand weapon (ordinary)

    Special Rules: "Run for your lifes!"- When the general of the Al-Ruks dies the slaves will try to brake free. Roll for LD (using the slavers stats). If it is passed order is restored for one round. But if the Slaver dosnt manage the slaves kill him and run for their lifes.
    Fearless- The Slaves are not brave. They would happily run. But the Slaver forces them to attack with his whip. (Thats just life.)

    ********************************************************************

    I will give the Special and Rare choices later. I have some things to do...
    The Night Bringers
    "May the Darkness Preserve us!"
    Win: 1
    Loose: 1
    Draw: 1

  5. #4
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    ^_^ sounds cool, they're a bit strong aint they?
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    In one word, CHEESE. Those point values are very low, especially for the Lord-choice person. A level-3 wizard with WS6 should cost WAAAAAAAAY more than 160 points
    Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.

  7. #6
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    sounds cool, they&#39;re a bit strong aint they?
    Yes, but notice the following:
    1)No armour (or armor---&#62;American)
    2)High points cost (thats what I think)
    3)You can shoot them down easilly.

    And yes they are quiet cool. Glad someone noticed

    Special Choices

    Al-Ruk Savages
    Squad size: 5-10 members
    Points per model: 25pts
    M WS BS S T W I A LD
    Savages 5 5 3 4 4 1 5 2 8

    Weapons:Great Weapons (axes, swords, etc)
    Armor: Heavy armor

    Special Rules: Fearless
    "AAARGH&#33;"- The Al-Ruk savages were created by a mistake during their transformation. This didnt only affect their body but also brain. At the start of every Turn roll a D6. On a roll of a 6 consult the table below (by throwing a D6)
    1- Savage Frenzy- The savages charge the closest creature to them (friend or foe). If they manage to get to anything they get a +1 S bonus.
    2- Suecide&#33;- The savages start to battle each other to the death. They attack each other using normall Close Combat rules (to hit, wounds, saves, etc.). After the combat they come back to their normal state.
    3- Wonder off- The savages go off in a random direction. Use the artillery dice to determine which way they go. If by any chance they meet an enemy or friendly unit they use the the Savage Frenzy rule.
    4- Change of Loyalty- The savages become traitors. The opposing player can now do anything he wants with them. After the round finishes the savages are normal again...
    5- "Yummy grass..."- the savages concentrate on acting stupid. They start to eat grass, dig holes, etc. This makes them cut-off from the rest of the world for one turn. If they are charged they will fight back (and what did you expect?)
    6- Nothing...

    ********************************************************************

    Rare choices

    Dogs of War 0-2



    Sorry got to go. I will give the stats for the Chosens and the rules for weapons and armor tomorrow. Hope you dont mind...
    The Night Bringers
    &quot;May the Darkness Preserve us&#33;&quot;
    Win: 1
    Loose: 1
    Draw: 1

  8. #7
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    sounds better now that you say it

    still maybe it should even out just a bit more ^_^
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  9. #8
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    A level-3 wizard with WS6 should cost WAAAAAAAAY more than 160 points
    How much then?
    I created this topic so people will help me out. How much different squads and characters should cost, and are they balanced...

    One more Rare Choice and then the rules:


    The Chosens 0-1
    Squad Capacity: 5-10 Members
    Cost per model: (dont know yet)
    M WS BS S T W I A LD
    The Chosens 6 6 5 4 5 1 5 2 10

    Weapons: Two Malons
    Options: may ride horses for + pts each
    Special Rules: Blessed by The Chosen: 5+ Ward Save
    Fearless
    "My life for The Chosen&#33;"- Once per game the chosens may choose to sacrifice their life in a bloody charge. if the models reach an enemy squad each model makes a 2+ roll. If he fails he dosnt manage to kill anyone, and is removed. If he manages he automatically causes one wound and also dies in the process. Only Ward saves are allowed against these attacks. Note that the Chosens dont use their Ward Save.


    ********************************************************************
    Thats it for the Choices (for now). Below are some of the rules that the Al-Ruks use.

    High Reflex: Most Al-Ruks are so fast that they can dodge arrows and sword blades with ease. This gives them a 6+ Ward Save.

    The following DONT have Ward Saves: -Slaves
    -Savages
    -Al-Ruk Horsemen
    -High Al-Ruk

    The Army General: The leader of the Al-Ruks is the only reason why the whole army wanted to come to the battle field. If they notice that their General falls they have to decide. Will they run or stay? The following things happen when the general dies:
    1) Squads roll for LD each Turn. If any of the squads fail they run away never to be seen again. This DOSNT work with: Savages and The Chosens

    2)Slaves go out of control&#33; Make a LD test with the Slavers LD for each Slave horde that is on the battle field. If the Slaver controls the crowd a normal Turn is played. But if he fails, he gets killed by the slaves and the traitors run off&#33;

    Note that you roll for the LD test every turn after the general dies.

    Al-Ruk weapons: ALL Al-Ruk weapons contain a strange poison that is used against their foe. The weapons count as posioned ONLY in the first turn of combat and if the squad charged. Al-Ruk bows are always poisoned.

    Mara-Hin: These are swords used by Al-Ruk horsemen. Apart from the poisoned rule (above) they get a +1I and +1S the turn the horsemen charge, AND ONLY&#33;

    Malons: Malons are strange blades that allow the Al-Ruks to get a +1 I and -1 S during Combat. But if the Squad charges and is equipped with Malons they strike first but without any other penalties and bonuses.

    Note: the Chosens have 2 Malons that gives them an additional attack but ONLY when they charge.


    ******

    Thats it for now. Could you PLEASE give the proper points cost for the different models? Im not good in this...
    The Night Bringers
    &quot;May the Darkness Preserve us&#33;&quot;
    Win: 1
    Loose: 1
    Draw: 1

  10. #9
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    I&#39;d say 200 to 220 points for the wizard. And the mara-hins&#39; +1 I on the charge is pointless, as they strike first anyway. I&#39;d say just call them cavalry spears (poisoned of course).
    Catapultam habeo. Nisi omniam pecuniam mihi dabis, saxum immanem ad capitem tuum mittam.

  11. #10
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    In one word, CHEESE. Those point values are very low, especially for the Lord-choice person. A level-3 wizard with WS6 should cost WAAAAAAAAY more than 160 points
    The guy has 1 ATTACK ON S4&#33; But yeah, i agree he should have increased points cost. A goblin great shaman costs about the same, and they are the cheapest great wizards in the game i believe. Bump him up atleast 15-20 points.

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