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I've had this on the ol' compy for awhile (right next to a half done Necromunda Spiders codex). So, I just wanted to know if the concept merited continuation.
Its not listed here but the army starts with all of its Heavy Support, non-compulsitory Troops, elites and advisors in reserves. The personality traits ae incomplete, and will eventually function like HIGHLY stylized triats or doctrines.
I always liked the concept of a rouge psyker that was standing alone with a few light troops facing a large (possibly orc ) army, the enemy begins to charge his meager little squads and then BAM! he snaps his fingers and an entire army materializes out of no-where. and that is pretty much what the army is based on.
I'll be back on tommorow, so post some comments (please!).
The first part is all fluff (so read it at your own peril).
[fluff]Rouge Psykers, One of the many serious threats to the Imperium that the Inquisitors of the Inquisition must face on a daily basis. Many of these are executed, a few pledge loyalty to the Emperor and fight alongside the Imperial guard as Sanctioned Psykers, and some find redemption as the role of archo flagellates and penitents. However, the worst are the ones that escape the eye of the Imperium. Fleeing to small agricultural world or even to the mysterious eastern fringe. Their lifespan is augmented by their power full gifts and it is not unheard of for rouge psykers living for inconceivable amounts of time. Alone in their places of solitude these gifted individuals learn how to master their powers and often become leaders or advisers in planetary government systems. But the ones that truly pose a threat to the existence of man are the ones the Inquisition classifies as â€śWanderersâ€?. The Wanderer's are rouge psykers who wander the galaxy in search of greater powers. Most succumb to the temptations of chaos, but a select few use the warp to their own means. After taking control of the minds of hundreds of civilians, military personal, and political leaders, they will stage and uprising and gain control of entire cities and planets. One these so-called â€śDominated Worldsâ€? the Wanderer will construct massive summoning circles, weapons factories, armories and fortresses. Using these resources he will construct an army (more often than not assisted by daemons and chaos marines) and using the summoning circles teleport them across vast interstellar distances to attack and claim new worlds in the name of their promise of eternal servitude.
The Wanderer's Army:
HQ: Wanderer, 0-1 Aspiring Champion Of Chaos.
(advisers): Commissar, Propagandists, Minor Psykers.
Elites: Secret Police, Possessed Hordes, Tainted Warriors, Daemon Packs.
Troops: Mindless Hordes, Criminal Gangs, Bounty Hunters.
Fast Attack: Commandeered Vehicles, Bandits, Criminal Bikers.
Heavy Support: The Psychic Prism, Cannon Battery, Mutants.
Special Characters: (maybe)The Twins, Fallen Inquisitor Barachas, The Great Wanderer.
Personality Traits directly affect the play style of a Wanderer army. Choosing different personality traits for your wanderer allows you to individualize your army. It is also worth noting that personality traits (accept ones that affect allies, the force organization chart, or wargear) only apply while the wanderer is alive (because they're HIS personality traits after all!)
The Wanderer may select up to two personality traits.
The wanderer is susceptible to violent states of psychic outburst. At the beginning of each turn Wanderer player must roll 1d6 and consult the following chart:
1 â€“ Power Surge: The wanderers psychic powers may not be prevented by any wargear (ie: Psychic hoods) and he gains a 5+ invulnerable saving throw until end of turn.
2 â€“ All Is Well â€“ Nothing happens and the turn progresses as usual.
3 â€“ Perils of the warp â€“ Wanderer and all psykers within 32â€? must roll for perils of the warp.
4 â€“ Temporary loss of control â€“ place one of the units under your control that falls under the â€śTroopsâ€? section of the force organization chart into reserves.
5 â€“ Warp Comet â€“ The Wanderer places 1d4 S6 AP3 Heavy 1 small blast templates anywhere on the board.
6 â€“ Daemonic Possession â€“ A greater Daemon attempts to take control of the wanderers soul, roll 1d6 on the following chart:
1 â€“ The Wanderer fights off the greater daemon.
2 â€“ The Wanderer becomes a Bloodthirster
3 â€“ The Wanderer becomes a Lord Of Change
4 â€“ The Wanderer Becomes a Keeper Of Secrets
5 â€“ The Wanderer Becomes a Great Unclean One
6 â€“ The Wanderer's soul becomes absorbed in the warp and perishes. The wanderer loses his armour save and must flee to the nearest table edge. If he makes it off the edge he does not count for victory points.
The Wanderer is obsessed with cultist rituals and the summoning of power full daemons. The Wanderer may take allies from the Chaos Space Marine: Alpha Legion roster these count for compulsitory units. In addition the Wanderer has +1 on reserve rolls.
The Wanderer has +1WS and BS. He may be accompanied by a retinue of 0-7 gangers at 9 points each. In addition, one may upgrade their autogun for a heavy stubber at +9 points.
Gangers are armed with a autogun or autopistol and CC weapon.
One may upgrade to a Heavy Stubber at +9 points.
Sounds like a neat idea. I especially like the idea of aving another chaotic force in the army list. Just as an idea, (shameless self promotion be darned!) maybe you could include Necromancers as an ally choice.
shark in the water
"Your kid puked on me. I should get extra marks for that."
Heh, they do seem like they would get along well.Originally Posted by Wise ()ld ()wl
Ehh... Why are the gangers s4? I don't think that gangers would be as strong as space marines....
40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
Current Rep: 1337
But they should be stronger than SoB's. I'd say about the strength of a space marine scout would be right, a strong human with a few body augmentations. Which is what I imagine the gangers being. Scouts have strength 4 so I reckon it's fine.Originally Posted by Phalanx
Now on with the topic in general. I like the idea, I think it could be a cool and more importantly, unique army.
You'll definitely need more personality traits, I'd like to some ones that are a bit less evil and chaotic. Something like 'visionary' so that 'good' psyker characters could be made as well as evil ones. I imagine if I made one he'd be somewhat like Jesus, but with guns. The 'good' traits would be needed for somone like that. Also it occurs to me that if you took the 'unstable' trait that you'd then have to go and buy a bloodthirster, a keeper of secrets, a great unclean one and a lord of change. That's pretty pricey.
What are the bandits in fast attack mounted on?
How do the elites and such that aren't daemons 'materialize'? drop pods? teleportation? telekinesis?
"You challenge me knowing that I am Xiahou Dun!?"