Codex: Wasters - Warhammer 40K Fantasy
 

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Thread: Codex: Wasters

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    Codex: Wasters

    From the team that brought you Codex: Necromancers comes a whole new project! We enjoyed working on Codex: Necromancers so much that, for several months now, we've been working on a new Codex, one we call Codex: Wasters. Unfortunately our work is a little... disorganized, but we've managed to combine sufficient material that we thought it was time to reveal our work-in-progress to the Librarium Online world.

    This is just a first-draft and will be edited as we collate and refine all of our data.

    Background:
    The Imperium stands alone as the self-proclaimed last bastion of humanity, the last hope for the human race following the Great Fall that ended the Dark Age of Technology. But this is not necessarily true…

    Far, far to the Galactic East, beyond even the demesnes of the Tau, there exists a world where humanity still exists in a state that we of the contemporary age would deem “humane”.

    Seen from space, the planet of Crozalus is far from likely to inspire hope. It is blighted, barren world, scorched under the rays of triple suns and seemingly distinguishable only for its having reached a size normally associated with gas giants. A descent to the world’s surface would both confirm this initial impression and be inadvisable, for Crozalus is a toxic nightmare of a world, poisoned by untold eons of ABC warfare. For most, if not all outsiders, a descent to Crozalus would spell death.

    But to the Wasters, Crozalus is neither poisoned nor is it hellish. To them, it is simply Home. The greatly altered descendants of the humans who colonised Crozalus during the far-distant days of the Dark Age of Technology, the Wasters have learned to not only survive on Crozalus, but indeed to thrive amidst its poisonous wastes.

    The existence of Crozalus in its present state, and the existence of the Wasters as they are now, can be traced back to the Great Fall. Cut off from their galactic neighbours, paranoia and suspicion soon descended into full-blown anarchy. War erupted amidst the once-peaceful colonists, a war wherein was deployed the most vile and disruptive of weapons. Radiation, poisonous chemicals and man-made diseases killed billions.

    Horrified by the complete and utter havoc they were wreaking on their world’s ecosystem, but unable to settle peace, the future Wasters had no choice but to continue their nightmarish struggle. Special teams of government-backed scientists were organised to try and find a way to cope with this ecological disaster, but the state of chaos, lack of funding and need for scientists to support the war effort made results uncoordinated and disparate.

    Eventually, the Great War, as it is now known, ground to halt. There simply weren’t enough soldiers willing to fight for it to continue. Essentially all of the known government had been slaughtered, and the populace who had survived simply lacked the stomach to pursue pointless battle, too concerned with surviving in a world poisoned by their own hands and where all semblance of law and order had broken down.

    In this state of anarchy, people fled the cities into a new form of dark age. Roving gangs of motorized bandits terrorized the general populace, who eventually were forced to adopt the same form of violent and nomadic lifestyle to survive. It seemed as though the end of civilisation would precede the extinction of the human race.

    But, remarkably, that did not happen. To this day it is unknown how or why it happened, but somehow the Wasters began to evolve an increasing tolerance and then a total immunity for what they came to know as “Creep”; the common term for the amalgamated detritus of the Great War. The most common theory is that one or more science-teams conducted an experiment or series of experiments which bore actual fruit; producing humans who could survive in their self-made environment.

    This explanation seems to be valid, especially considering the fact that plants and animals have also survived the holocaust, though grievous mutation is the norm. In fact, by the standards of the Imperium, all Wasters are grotesquely deviant from the human norm. Mutation is a fact of life on Crozalus, and Wasters don’t even blink at all mutations but the most extreme.

    Native lifeforms of Crozalus are an extremely bizarre and often deadly breed, ranging as they do from grotesque mutations of lifeforms brought with the colonists to what the Guilders refer to as “New Life”; creatures that literally emerged from the Creep as though it were a toxic form of primordial soup.

    Not only have the Wasters adapted to survive in their toxic home, but their civilisation has also evolved with them. The road gangs who once terrorized Crozalus have become the template for civilisation; the majority of Waster society is nomadic, roaming constantly from one location to another in search of resources. The road gang has evolved into the “Lance”; a group of Wasters who have split from their “tribe” or homestead to pursue a career as exploring adventurers… or troublemakers.

    Battles fought over disputed territories, access to sources of resources or simply boredom and aggression are common, but are rarely considered little more than a simple fact of life and there is rarely any real malice in the fighting. It’s simply the way things are, though there are some who take things to an extreme that is considered wrong…

    Perhaps the most hated of such individuals is the twisted death-cult known as the Bloodwinds. Descending from a monstrous apocalyptic cult from the Great War, the philosophy of the Bloodwinds is both simple and barbaric. The Great Fall was caused by humanity’s descent into hell. The only way to escape hell is through death. So the Bloodwinds gather in vile groups and hack bloody swathes across the world, descending on isolated camps like a wave of crimson-drenched madness.

    Those unfortunate enough to survive the initial attack are tortured until they either perish or join the Bloodwinds cult, while all resources that are not carried off by the Bloodwinds themselves are destroyed utterly, with the Bloodwinds attempting to ensure that the campsite will never again be capable of supporting life.

    The Bloodwinds are the universal enemies of all Wasters, and are forcibly entrapped within the Ice Islands, the lands of eternal winter far to the north, by devoted bands of Lancers and Wasters. Unfortunately, even they cannot cover the entire border with perfect precision and many bands of Bloodwinds escape their desolate prison to wreak havoc before fleeing back to their domain of ice and snow or being slaughtered utterly.

    Not all Wasters are nomads though; in some particularly “lush” spots a Waster family or two may establish a quasi-permanent “camp”, though they will inevitably move on when the resources that attracted their attention dwindle beyond the point where working them is considered viable. Actual cities are incredibly rare, with perhaps no more than a dozen known. Most cities are really little more than over-sized trading posts, dependant upon the constant influx and out-put of valuable goods to survive.

    The Wasters lack anything resembling a united government. Instead, camps essentially rule themselves, though there is a certain universal code of conduct and the larger camps will often influence their neighbours’ styles of law. The closest equivalent to an actual government are the Tech-Guilds; these groups, perhaps the descendants of the science-teams from the Great War, are dedicated to the preservation and spread of knowledge.

    Though still very loosely-organized, consisting of individual “cells” spread out across the world, they are nevertheless a very tightly-knit group, continuously sharing knowledge and discoveries amongst themselves. Amongst the Wasters, they are greatly respected –though they are in no way a cultural elite. It is the Guilders who produce medicines, weaponry, ammunition, fuel and vehicles, the key essentials of Waster life.

    Through the efforts of the Guilders, the Wasters have maintained virtually all of the technical skill their ancestors possessed from the Dark Age of Technology, and they are continuously revising, experimenting, changing and progressing. Unfortunately, there are gaps in their knowledge, and Crozalus has been very heavily depleted of the resources needed for technical society.

    Perhaps the biggest gap in their knowledge, certainly the one they felt was most painful, was the complete loss of virtually all knowledge relating to space travel. For generations the Guilders have tried to rediscover the secrets, but they succeeded only in managing to develop rudimentary interplanetary ships. But then salvation came, and from a very unexpected source…

    Less than a millennium ago came the event celebrated by the Wasters as “The Crash”. From the sky came what originally seemed like a shooting star of immense size, which fell to the earth near the city of Tal, filling the sky with thunder and light and shaking the ground with the fury of its impact. The next morning, an envoy of Guilders departed the city to study the fallen star. What they found changed the Wasters forever.

    There, in a deep crater, they found the still idly smoking ruin of a massive vessel of metal. A spaceship. An actual spaceship! The key to unlocking the path to the stars lay before the Wasters, and they determined to seize it with all their strength. Immediately they attempted to board the ship, excitement clouding their concerns about attracting hostile attention from those within the craft. It didn’t matter though.

    They found no sign of any survivors within the spaceship. All they found were a few mangled corpses, corpses of creatures they had never seen before, even on Crozalus. The bodies were too badly damaged to make much sense of, but the Guilders had their apprentices gather the corpses and prepare to ship them –and as many vital materials as they could carry- back to Tal.

    When they made their triumphant return, eagerly planning to gather more men and begin stripping down the ship, they found the streets abuzz with excitement; a group of strange beings had been discovered near the town, wounded, exhausted and strangely sickly. The Wasters quickly headed for the Guild Center, where the creatures had been taken. They quickly confirmed that these beings were indeed the same as the corpses they had found from the ship, though revealing this fact seemed to provoke the creatures.

    In appearance, the beings were vaguely humanoid, with the same overall body shape. However, their facial features were different, primarily due to the lack of anything resembling a nose or ears, their skin was blue in colouration and their feet were padded hooves. Not that such features weren’t unheard of amongst the Wasters themselves, but such uniform mutations were extremely unlikely to say the least. From their question, they discovered that the creatures were indeed sentient, members of an alien species that called themselves “Tau”.

    The Guilders eagerly questioned their unexpected “guests from the stars” whilst still overseeing the dismantlement and study of their ship, but the Tau rapidly sickened and died- much to the bemusement of the Guilders. Curious about what had happened, but deeming it unimportant, the Guilders returned their attention to the dissection and observation of the Tau ship. From its inner workings, they deciphered the hitherto unlockable secrets of space travel, and from its components they built the first true space shuttle.

    With the aid of “Phoenix Star”, as the rebuilt ship came to be known, the Wasters began to spread out from Crozalus and to explore the rest of their solar system. Discovering that the asteroid cluster housed considerable deposits of the metals and minerals they needed so badly, they began work on constructing a space colony, from which they would be able to mine these resources. The colony is now in its fifth generation, and has expanded from simply mining resources to actually refining them for use in the construction of spaceships. A similar site of interest is a hitherto ignored moon, which has proven to be the site of ancient ruins, ruins that have now attracted expeditions from curious Guilders.

    From their solar system, the Wasters have slowly begun to spread out to explore the vast reaches of the galaxy. This has, over the years, gradually brought them face to face with their “galactic neighbours”. And the Wasters have been horrified by what they have encountered. For generations, the Wasters have been told legends of the “Celestial Empire of Humanity”, and have dreamed of travelling to the stars once more to join with a brotherhood of cultured, enlightened and noble humans.

    To their shock and disgust, they have encountered the Imperium; a harsh, brutal, depraved, xenophobic, superstitious, fanatically religious and primitive culture, as far from the Wasters’ stories as is possible to get. And the other races haven’t proven much better; the brutish and stupid Orks, the arrogant and manipulative Eldar, the ancient horrors of the Necrons, these have all earned the Wasters’ enmity.

    The only race not to do so is the Tau, but even though the Wasters bear them no ill will the two races still cannot be allies. For there is a dark side effect to the Wasters’ immunity to the Creep; their cells store the Creep like batteries, but are incapable of storing it properly. As a result, the Creep “leaks” from the body of a Waster, producing a deadly personal aura of poison and disease that spells death for any non-Waster in their presence.

    The Wasters came to the stars with a dream of peace. But in the grim darkness of the 41st millennium, there is only war. Hardening their hearts and gathering their forces, the Wasters are slowly but surely beginning to insinuate themselves into the galaxy, heading stealthily and relentlessly towards worlds rich in the resources they need to recreate their fantastic technologies, the technologies of humanity’s distant past. Will they survive long enough to obtain their goal, cementing a place for themselves in the galaxy? Or will the darkness of the existing races crush them utterly? The future is unknown…

    Last edited by Unseen Lurker; May 23rd, 2006 at 00:32.
    The Grand Necromagus of the LO Codex: Necromancers Design Team.

    The Supreme Lance Leader of the Codex: Wasters Design Team.

    Cruelty has a Human Heart
    And Jealousy a Human Face
    Terror, the Human Form Divine
    And Secrecy, the Human Dress

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    Senior Member Scuba T's Avatar
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    Unit Concepts for the Wasters

    Alright, Unseen and myself have been the main workers on this project, but the rest of the team and MikeTehFox helped as well.

    Anyways, here's our unit concepts and their fluff, as well as the background fluff for the wasters.

    HQ: Lance Leader, Rad-Mage, Saber Lancers
    Elites: Guilder Squad, Glaive Lancers (Lancer Veterans)
    Troops: Wasters
    Fast Attack: Bikers, Vehicle Pack, Waster Cavalry
    Heavy Support: Wheeled Monster, Tech-Beast Pack, 0-1 Living Relic

    Lance leaders are the brutal and ruthless leaders of the wasters. Often incredibly strong and tactically brilliant, they lead their lances of wasters with iron fists.

    WS:6
    BS:5
    S:5
    T:4
    W:3
    I:4
    A:3
    Ld:9
    Sv:4+
    Options: The Lance leader may purchase any wargear from the armory
    Sabre Lancer Squad: The Lance Leader may lead a squad of Sabre-Lancers
    Special Rules:
    Inspiring Presence: all Waster units with a model within 12" of the Lance Leader receive a +1 bonus to all Morale and Pinning tests.


    The “psykers” of the waster lances are the Rad-Mages. Not psykers in the usually accepted form, they are instead mutated to the point where they can manipulate the creep that they constantly give off.

    Ws:4
    Bs:4
    S:4
    T:4
    W:2
    A:2
    I:4
    Ld:9
    Sv:4+
    Wargear: The Rad-mage is armed with nothing but his bare hands and his awesome Creep powers. In close combat, rad-mages count as having a force weapon.

    Special Rules:
    Creep Powers: The rad-mage may purchase up to 3 Creep powers from the list.
    Independent character: Unless accompanying a squad, a rad-mage is an independant character.

    Saber-lancers are the second-in-commands of the wasters. Second only to the lance leader in the waster hierarchy, they often form honor guards for their leaders or the Rad-Mages, though they can function perfectly well on their own as a “command squad”.

    Ws:4
    Bs:4
    S:4
    T:4
    W:1
    A:2
    I:4
    Ld:8
    Sv:5+
    Unit Size: 5-10 Sabre-lancers
    Weapons: Rad Carbine or Rad Pistol and close combat weapon

    Guilders stand alone in groups, rarely associating themselves with other wasters. They are the builders of waster society, constantly crafting new weapons of war and reverse-engineering the tech that wasters will find occasionally.

    Guilder Stats
    Ws:4
    Bs:4
    S:4
    T:4
    W:2
    A:2
    I:5
    Ld:9
    Sv:4+
    Unit Size:1-3 Guilders, 1-5 Tech-beasts
    Wargear: All tech-guilders are armed with a rad-pistol and a rending CCW
    Special Rules:

    Experimental Gear: Any guilder in a guilder squad may purchase an experimental weapon of your choice for +25 pts. They replace the guilder's normal weapons

    Tech-Beast Stats
    Ws:4, Bs, S:6, T:4-5, A:3, I:4, Ld:7, Sv:4

    Guilder Experimental Gear:
    -Void Density Core. Uses the Large Circular Template and inflicts a S10 AP1 hit on those it affects, roll a "1" when rolling to hit though and the Guilder fumbles and is sucked into oblivion.
    -Rad-pulse Rifle: S:5, Ap:3, Assault:2, Rng:18, uses "get's hot" universal rule, but overheats anytime he misses
    -Photon Cannon: Rng 24", S: D6, AP: D6+1, Heavy 1
    -Sonic Blast Generator: Rng 18", S: 6, AP: 2D3, a "to hit" roll of 1 means the Guilder drops to Initiative 1 until the next Waster turn
    -Signature Lock Missiles: Rng 30", S: 7, AP: 3, Heavy 1, a "to hit" roll of one means the shot is conducted against the Guilder

    Veterans of many battles, Glaive lancers are often veteran wasters with experience in different combat situations. They often group together based on their different skills, becoming commandos, armor hunters, or snipers.

    WS:4
    BS:4
    S:4
    T:3
    W:1
    I:3
    A:1
    Ld:9
    Sv:5+
    Unit Size:5-10 Glaive Lancers
    Weapons: Rad-Blasters

    Special Rules:
    Veteran Wasters: All the members of a Glaive Lancer squad may purchase any of the following skills at +3 pts. per model: Infiltrate, Furious Charge, Tank Hunters

    The Wasters form the backbone of any lance. Horrifyingly strong, tall and intelligent, they are a powerful force to deal with, even for the space marines of the Imperium.

    WS:4
    BS:3
    S:4
    T:3
    W:1
    I:3
    A:1
    Ld:8
    Sv:5+
    Unit Size:5-10 Wasters
    Weapons:Rad-Blasters

    Wasters are all speed fanatics, and mixing speed, combat and gasoline is a dream come true for some. Almost every Lance Leader has at least a few bikers, buggies or squads of cavalry, and they are incredibly deadly when used to their full effect.

    Bikers
    Ws:4, Bs:3, S:4(5), T:3(4), W:1, A:2, I:4(5), Ld:8, Sv:4+
    Weapons:Rad-pistols and Close combat Weapons
    Unit Size:3-5 Bikers
    Special Rules:Furious Charge

    Vehicle Pack
    Bs:3, FA:11, SA:10, BA:10
    Unit Size:3-5 Vehicles
    Special Rules: Fast
    Options: Each vehicle may upgrade to carry 2 Rad-Carbines at +10 pts. each.

    Waster Cavalry
    Ws:4, Bs, S:4(5), T:4(5), W:1, A:2, I:4(5), Ld:8, Sv:4+
    Unit Size:3-5 Wasters
    Special Rules: Cavalry, Furious Charge
    Options: Select one of the following options for your unit for the points cost listed

    Rugged Ride: the unit ignores the effects of Difficult Terrain.
    Preternatural Grace: the unit gains a 6+ 'jink' Save
    Devastating Charge: the unit counts as being armed with a Power Weapon.

    The result of a love of tinkering, vehicles, guns, and a waster with too much time on his hands, Wheeled Monsters are pretty much mobile gunships. Wasters generally classify anything bigger than a large housing on wheels as a wheeled monster.

    Tech-Beasts are the warriors of the Guilders. They are often the most deadly creatures the guilder is able to "improve" with their technology. They can range from small pack-hunting predators to lizards the size of small homes.

    Living Relics are possibly the strangest weapons of the wasters. They are created when a small ecology develops in any of the many ruined relics of the Wasters. The creatures, mutated by the Creep, often become symbiotic with each other, and eventually discover how to manipulate on of the relics, creating a bio-mechanical beast.

    And so, there's our unit concepts.
    Last edited by Scuba T; June 28th, 2006 at 17:51.
    ~~~~~|\~~~~
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    Wasters? Why Wasters? Are they time wasters? Money wasters? Or just extremely lazy?

    Not sure on the high gravity world either. Its more if your army list reflects it in a suitable way.

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    "Wasters" because they come from a radioactive waste of course. We're still writing up the actual fluff right now and we're a ways off from finishing posting all we've worked out.
    The Grand Necromagus of the LO Codex: Necromancers Design Team.

    The Supreme Lance Leader of the Codex: Wasters Design Team.

    Cruelty has a Human Heart
    And Jealousy a Human Face
    Terror, the Human Form Divine
    And Secrecy, the Human Dress

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    Waster History: (Please note that this was an early draft. The currently recognized history is part of the first post now.)

    Wasters are the decendants of humans from the Dark Age of technology. When they first landed on Crozalus, then an Earth class type, though with extremely high gravity, world due to a powerful layer of chemicals in the atmosphere that shielded it from radiation, different factions had arisen in the people. As the different factions began to war, their weapons destroyed the landscape. Nuclear, chemical, and biological weapons were all used, destroying the planet's ecology and tearing apart the atmospheric layer that kept back the radiation from the sun\. Eventually the leaders of all the factions realised what was going on, and made peace. They used the small amount of surviving dark age technology to biologically change people and animals so that they could survive in the radioactive chemical mess that permiated around the planet. The substance, named creep, was found to be useful as a power source and it helped sustain many of the living things on Crozalus, including plants, animals, and the people, who now called themselves Wasters.

    There were several attempts by the leaders of the factions to create a type of government, but eventually all the groups except for the most techno-savy one, of whom the members became known as the Guilders, and one that worshipped the ancient gods of Earth, the Bloodwinds, split into smaller groups. The smaller groups later became known as Lances, and are often nomadic in nature. Lances usually survive through raiding other Lances and settlements that they come around or trading with them.

    Some groups create a permanant home in an area with good resources where they harvest things like ore, food, or creep. They often trade with other groups, such as the Guilders and Lancers, but the settlements generally only last as long as there are sutable resources in the area. Some settlements are headed by different Lances and its not uncommon to see two different towns at war.

    Bloodwinds were origionally a fairly productive group proclaiming peace, though their origional name is lost to history, but after the destruction of the planet, a "prophet", the first documented Rad-Mage, appeared and proclaimed that the ancient gods decreed that they have fallen from the path of truth and their civilization must be destroyed. The Bloodwinds started killing any wasters that came across them in an attempt to purge them. The guilders and many large lances gathered together under Supreme Lancer K'Nux and eventually drove the bloodwinds to the polar regions of the planet.

    Thousands of years later, they were discovered on the Eastern fringe by a small expedition force of Tau. The tau landed on the planet and tried to communicate with the wasters, but the creep, invisible to their sensors, quickly killed them off, with the uninterested wasters killing any survivors. The Guild quickly decended on the space-fairing vessels of the Tau and reverse engineered the propulsion methods used by the Tau. With that technology in their hands, the wasters were able to return to space. They don't care much for conquoring or anything like that (they cannot survive for extended amounts of time without a source of creep- their bodies can store only so much...), but they are the hidden raiders that can strike anywhere, take what they want, and retreat back to their planet. They are too far on the Eastern Fringe for the Imperium to really care, and are fairly out of the way for any other races. The paths taken by the ships are practically invisable due to the creep engines used. While they are not a big threat to much of anything in the big scheme of things, the wasters do interfere with shipping routes and attack fledgling worlds.
    Last edited by Phalanx; May 23rd, 2006 at 00:35.
    40K armies: Tyranids (2001), Space Wolves (2008), Sisters of Battle (2011)
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    So far, most of what we've posted has been pretty much conceptual. We do have a little "meat" though. As has been said we're somewhat disorganized, but eventually we hope to turn this mixed-up mess into a proper Codex- and, of course, your input is always welcome.

    Rules Ideas
    Rad Aura:At the start of the Enemy's movement phase, he must roll a D6 for every squad within 6 " of a waster unit, on a roll of 6 the unit is at -1T until their next movement phase.

    Rad-Mage Powers
    The Glow
    Atomic Blast
    The Rad-Mage channels the Glow, the aspect of the Creep dealing with the deadly Atomic weapons of the Ancients, and then unleashes its fury upon the foes of the present.
    Psychic Power used in the Shooting Phase, all shooting rules apply, with 2 Modes;
    Weak Blast: Range: 18“ Str: 5 AP: 5 Assault 1, Blast
    Strong Blast: Range: 18” Str: 6 AP: 4 Heavy 1, Large Blast

    Nuclear Cloud
    A Psychic Power Used During the Shooting Phase Before Any Shooting occurs. The Caster and any unit he has joined are enveloped in a thick cloud of radiation, obscuring sight and electrical aiming systems. The unit counts as being in cover with a 4+ cover save.

    Douse
    The Rad-Mage summons the power of the Creep to bath himself or a fellow waster in the warm, comforting glow of highly-concentrated radiation. Due to the unusual nature of Waster physiology, this accelerates the subject’s natural healing rate, allowing them shrug off all but the most intense damage
    Douse is a Psychic power used at the end of your movement phase. If successful 1 Target Model counts as having Bionics until your next movoment phase

    The Ooze
    Bile Infusion
    The Rad-Mage’s Weapon is imbued with all the toxins and diseases from the Waster’s Past. All of the Rad-Mage’s Attacks wound on 2+.

    Corrosive Storm
    Calling upon the power of the Ooze, the Rad-Mage deluges his victims with acidic liquid contaminants
    Rng 12", Str Special, AP 4
    This power always wounds targets on a 3+.

    Chemical Haze
    The Rad-Mage uses the chemical aspect of the Creep to engulf himself in eye-watering, lung-blistering clouds of toxic vapor.
    Opponents attacking the Rad-Mage in close combat suffer a -1 to hit penalty.

    ]The Rot
    Touch of the Plague
    The Psychic Power is used during the Assault Phase and only when the Rad-Mage is engaged in an assault.The Rad-Mage's hand glows as he channels the Rot, the aspect of the Creep dealing with Biological Weapons, and infects his victim with the most potent toxins of the ancients. The Rad-Mage sacrifices all of his normal attacks to make one special attack; roll to hit as normal, failure to hit means this power is wasted. If successful roll a D6 and consult the table below:
    1-2: The Withering - The Target’s Strength is reduced by 1 to a minimum of 1
    3-4: Heart Rot - The Target’s Toughness is reduced by 1 to a minimum of 1
    5-6: Soul Shrivel – The Target Loses D3 Wounds to a minimum of 1

    Creep Possession
    The Rad–Mage funnels the pure essence of the Rot into himself, willingly afflicting himself with all manner of diseases in order to numb his sense and enable him to push himself beyond his human limits. However, even a Rad-Mage cannot withstand such strain for long...
    The Rad-Mage gains +1 D3 strength until the start of the next Waster turn, but needs to roll a D6; on a 6, the model takes 1 automatic wound.

    Plague Carriers
    The Rad-Mage focuses his powers and forms a swarm of tiny insectile psi-constructs, each brimming with the raw power of the Rot. These fly on the winds to inject unsuspecting victims with their rapid-acting bile and venoms. Target an enemy model within 12". The target and D6 models within 3" take a S4 hit.

    WEAPONS
    Rad Blaster - R: 24 S: 5 AP: 6/- Rapid Fire
    Rad Pistol - R: 12 S: 5 AP: 6/- Pistol
    Rad Carbine - R: 18 S: 4 AP: - Assault 2
    Heavy Blaster - R: 36 S: 6 AP: 5 Heavy 3
    Rad Lance - R: 48 S: 10 AP: 3 Heavy 1
    Chem/Acid Sprayer - R: Template S: 3 AP: 4 Assault 1
    Shockgun - R: 12 S: 4 AP: 5 Assault 1
    Beam Emitter - R: 12 S: 8 AP: 3 Assault 1, 2d6 Armor Penetration
    Rad Rockets - R: 36” S: 7 AP: 5 Assault 2

    Cybernetic Eye: +10 points, grants +1 Initiative.

    Crushing Claw Arm: +15 points, +1 Strength, Waster can give up all normal attacks for that round to make one special attack that adds +2D6 to Armour Penetration.

    Spring-Heeled Legs: +10 points, the Waster is Fleet of Foot and cannot ride a mount/vehicle.

    Reinforced Skull-Plating: +10 points, the Waster can surrender making his normal attacks when he charges to instead make 1 attack with +2 Strength.

    Implanted Thruster-Jet: +15 points, the Waster is equipped with a Tau Jump Pack. Badlanders Only.

    Rage-o-meter: +30 points, this cranial implant works by plugging directly into the portions of the subject's brain responsible for creating anger, ensuring they are permanently in a state of psychopathic fury. The exact level of this anger is controlled by means of a dial, which is twisted to stimulate the brain to the desired level.
    The Waster gains +1 Attack. However, at the start of each Waster turn the character can opt to "turn it up a notch", increasing the bonus attacks to a maximum of +4. However, if this is done then the character must roll a D6 at the end of each Waster Turn for each extra attack; any results of a 1 or 6 result in an automatically lost wound. The Waster can avoid this by turning the dial back down to 1

    Weapon Link: +15 points, the Waster is capable of firing his gun with much greater accuracy, due to either neural-link tendrils or the fact it's grafted to his nervous system. Grants +1 BS.

    Honorific Titles: these are special “nicknames” bestowed upon Wasters as a result of memorable deeds performed or distinctive abilities. Purchasing an Honorific Title grants the Waster some form of special bonus
    Deadeye: this Waster is a crack shot, capable of easily following the old soldier’s maximum of “one bullet, one kill”.
    The Waster may re-roll one failed “To Hit” roll per Shooting Phase.

    Springer Blood: Springers are a breed of noxious predators upon Crozalus, notorious for both their stealth ability and their cowardice, and this Waster (for better or worse) seems to share both those qualities.
    The Waster adds +1 to any and all Cover Saves, however the Waster also suffers a –1 penalty to all Morale and Pinning Tests.

    Bushwacker: this Waster is a brutal and savage opponent in the melee, favouring deadly charges where it can quickly overpower and maim its opponent.
    The Waster gains +1 Strength for the first round when it charges an opponent.

    Saddle Born: prerequisite- must ride either a vehicle or a mount. A nickname awarded only to those Wasters who display great skill and/or natural talent in riding or driving.
    The Waster adds +1” to the result when moving through Difficult Terrain

    Ironheart: prerequisite- Independent Characters only. The Waster’s stubbornness, determination and resistance to pain are legendary; it seems as though nothing can prevent him from fighting until completely spent.
    If the character loses its last wound, do not remove the model. Instead, the character may continue to move and fight as normal until the end of that turn, whereupon the model is removed and the Victory Points for its are awarded to your opponent as normal. This HT has no effect if the character loses its last wound to (or is slain by) an Instant Death attack.

    Bone Cruel: prerequisite- Lance Leaders and Saber Lancers only. This Waster is feared not just by the enemy, but also by his own men. Cruel, ruthless and an expert killer, the Waster leads by example but is often the first to fall. And not necessarily at the hands of the enemy…
    The character may re-roll one failed “To Wound” roll per Assault Phase and adds +1 to its Strength for purposes of inflicting Wounds. However, all friendly Waster models within 12” of the character suffer –1Ld, and if the character is assigned to a unit all weapon malfunctions hits must by assigned to him via the “Oops, Sorry Mate!” rule.

    Slugslinger: prerequisite- must purchase two Pistols. Most Wasters consider the idea of carrying two guns, even single-hand ones like pistols, a bit of a folly. This Waster however has learned to use two pistols at once and finds them quite effective.
    The Waster may fire both Pistols a number of times equal to his Attacks score during the Shooting phase, and is considered to be armed with 2 Rending CCWs in the Assault Phase.

    Blazer: prerequisite- must purchase a gun with the Assault special rule. This Waster is an expert of the “Rock and Roll” style of shooting, deluging his enemies with a shower of bullets that is, differently from normal, relatively accurate.
    The Waster’s weapon changes from Assault X to Assault X+1, where X represents the original number.

    Armoury Gear: ranging from techno-bitz to usable mutations, just a way to flesh out a character without simply sticking him with a bigger gun.

    Monkey Grip: perhaps the Waster is bigger than most, perhaps its arms are incredibly strong or perhaps it simply has more grasping limbs than normal. Whatever the case, this Waster treats two-handed weapons as one-handed weapons for terms of how much it can carry.

    Medpack: this Waster always carries with him a small batch of medical supplies, which he can use to treat wounds in the field of battle.
    The Waster may make use of this item once per battle –and ONLY once per battle- during the Waster Movement Phase. Doing so allows the Waster to regain 1 lost Wound.

    Bonus Attack-Melee: the Waster has some form of natural weapon, either due to mutation or cybernetic implantation, which can be used in the melee.
    ]Each time this piece of wargear is purchased, the Waster gains +1 Attack- though these attacks may ONLY be used during the Assault phase,

    Bonus Attack-Ranged: the Waster has some form of natural weapon, either due to mutation or cybernetic implantation, which can be used to attack the enemy from afar.
    Each time this upgrade is purchased, the Waster gains +1 Attack in the Shooting phase. These bonus attacks are made with the statistics for a Las Pistol.

    Disturbing: there’s something about this Waster that just unnerves people. Whether it’s a gruesome mutation, grizzly deformity or simply a psychic aura of menace, people despise his presence.
    All models (friend or foe) within 6” of the Waster suffer –1Ld.

    Numb: this Waster’s brain and nerves just aren’t wired up right. She can take incredible damage and still fight on, simply because she can’t feel that she’s dead. On the other hand, she isn’t exactly the fastest to react either.
    The Waster gains Feel No Pain but suffers –1 Initiative

    Wired: Go-go-go-go! This Waster is the opposite of one who’s Numb; in this Waster’s case their brain and nerves are wired up too well. Though fast moving and swift to strike, their overactive nerves serve to amplify physical sensations, which makes them less than stellar at dealing with pain.[/
    The Waster gains +1 Initiative and the FoF rule, but all attacks that successfully hit it gain +1 Strength

    Blind Master: for some reason, this Waster was born blind. She isn’t too bothered though, because her other senses kicked up and took over, to the extent she’s actually better at brawling than many Wasters with sight. She’s not too good with a shooting iron though…
    The Waster gains +1WS, but cannot wield ranged weapons

    Lucky Talisman: this Waster always carries with him some special item or other that’s either become his personal signature or that he considers his lucky charm. He does seem to walk away from a lot things he normally wouldn’t though…
    The Waster gains a 6+* Invulnerable Save.

    Rad-Cell Bullets: these are a relatively rare form of ammunition produced by Wasters; a solid bullet-like “shell” around a core of compacted Creep. When this ammunition hits a target the shell collapses and the Creep bursts within the target’s body, augmenting the weapon’s lethality.
    The Waster must be armed with a Solid weapon before he can purchase this upgrade. Using Rad-Cell Bullets increases the Strength of his shots by +1.

    Massive Talons: one of the more dangerous mutations, this Waster’s hands and fingers sport massive, razored claws that can tear through flesh, metal and bone with equal ease, though they are too clumsy for fine manipulation.
    The Waster’s counts as being armed with two CCWs and has the Rending USR, but cannot wield guns.

    Trolloid: okay, first the bad news; you’re ugly as sin, with tusks, skin that’s some sickly colour and either scaly, lumpy, warty or slimy in texture and misshapen features. The good news is that you’re bigger than the average Waster, with powerful claws and well-developed muscles, and your natural healing ability has shot through the roof.
    The Waster gains +1 Strength and Toughness.
    Last edited by Unseen Lurker; May 22nd, 2006 at 22:17.
    The Grand Necromagus of the LO Codex: Necromancers Design Team.

    The Supreme Lance Leader of the Codex: Wasters Design Team.

    Cruelty has a Human Heart
    And Jealousy a Human Face
    Terror, the Human Form Divine
    And Secrecy, the Human Dress

  8. #7
    Senior Member Scuba T's Avatar
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    Ok, here's our very first character, Ser'Aero, The Grand Lance Leader of the Wasters. Just so you know, he isn't completed yet, and I'll be adding fluff and a few more things to him as I finish him up.

    Ser'Aero 175-215 pts?
    Ws:5
    Bs:5
    S:5(6)
    T:4
    W:4
    A:3(4)
    I:5
    Ld:10
    Sv:3+/5+

    Wargear: The Twin Lances, The Phoenix Armor, The Phoenix Breath

    Special Rules:

    Lance Leader: Ser'Aero has the Lance Leader's special rules.

    The Twin Lances: A beautifully crafted sword and stiletto, created from crystsalized creep, passed down from Grand Lancer to another. The Twin Lances count as two power weapons, give Ser'Aero +1 strength and attack, which is already represented on his profile, and reduce enemie's Ws by 1 while in close combat with him.

    The Phoenix Armor: The Phoenix Armor is a suit of armor, etched with designs of the soaring phoenix, one of the Wasters' greatest symbols. The armor gives Ser'Aero a 3+ armor save and a 5+ invulnerable save. In addition, the armor can store Creep and release it to deadly effect. You may release the Creep once per battle, at any time in-game. Place a large blast template centered over him. All enemy models take one S Ap hit, where X is equal to the number of turns you have stored the Creep before it was released.(You may only store the Creep in your turn)

    The Phoenix Breath: When Ser'Aero charges into combat, any enemy in base contact takes a S:4 Ap:5 hit that counts towards combat resolution for that assault.
    ~~~~~|\~~~~
    shark in the water

    "Your kid puked on me. I should get extra marks for that."
    -Jess Norgaard

  9. #8
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    Here's the second of our three Special Characters. The Bloodwinds are sort of a special "offshoot" army, the rules for which we'll be doing as we get things further underway.
    N’akara, High Priestess of the Bloodwinds
    N'akara's past has been deliberately shrouded, but a few details have escaped her paranoid, censuring grip and trickled out amongst the Bloodwinds, and from there to a very few amongst the Wasters. Once, N'akara was just an average novice Bloodwinds, the daughter of a long line that had been devoted to the Cult of Oblivion for as far back as they could recall.

    She was a normal, unassuming cultist, whose brethren and superiors believed her destined for nothing more than to perish in sanctified battle, more than likely as final method of serving the purpose of the High Priest of the Bloodwinds. But fate, it transpired, had a different plan...

    N'akara's rise to glory was to be found in the aftermath of a raid on a surprisingly well-defended camp. Her superiors' intelligence had been faulty, the initial raiders clumsy, and the Wasters had been well prepared for when N'akara and her cultists had launched their attack. After a comparatively short but bloody battle, the Bloodwinds were forced back.

    N'akara however had been left behind for dead, having been shot with half a dozen armour-piercing rounds prior to falling into a deep crevice. Somehow, against all odds, she survived, awakening in a deep, dark cavern beneath the surface of the earth.

    There, she claims, she received visions from the Founder, the legendary figure who was first touched by the hand of the Divine Wills and to whom was revealed the holy truths of the Cult of Oblivion. According to her, the Founder revealed that she was destined for greatness; she bore His blood in her veins, being descended from a cultist whom the Founder had honored by sleeping with.

    It was His will, she says, that she raise herself from the darkness into which she had been cast and return to the Great Camp. There, she was to challenge the High Priest, who had fallen from the Founder's favor. The former High Priest was no longer worthy to lead the Bloodwinds; he had lost sight of their divine mission, and it would be N'akara who brought them back to the true path.

    When she awoke from her vision, N'akara found her wounds miraculously healed, and immediately set about climbing out from the crevice to return to the Great Camp. The journey was long and arduous, and should have been fatal for a young and single Bloodwinds, but miraculously she made it.

    There, she declared her vision to the assembled Bloodwinds, themselves startled by her unexpected return, and formerly challenged the High Priest to ritual combat to determine which of them was the rightful incumbent to the position.

    Sceptical of N'akara's claims, the High Priest agreed to the trial, and it was eagerly anticipated that N'akara, whose skills had never been truly impressive, would perish. Events took a different turn however... displaying incredible skill, N'akara struck the Scepter of Leadership from the High Priest's grip, knocked him to his knees and then caved in his skull with the Scepter. She now ruled the Bloodwinds.

    Casting aside her old name, she took the title "N'akara", which means "Chosen of the Founder". Still gripping the bloodied Scepter of Leadership, she took the Dagger of Sacrifice from the former High Priest's cooling body and claimed her divine right to rule, a claim which, for a short time, provoked a war of faith amidst the Bloodwinds.

    In the end, N'akara's faction was the winner, and her first act as the new High Priestess was to sacrifice all those who had opposed her and survived the fighting, as well as purging her faction of those she feared would try to manipulate her. Her own parents and siblings were amongst the first she slew.

    Now, N'akara rules the Bloodwinds with an iron grip, and under her leadership they have began a campaign of destruction unmatched in recent history. N'akara's mind however seems to be slipping; she is becoming sadistically whimsical and paranoid, she often slips into coma-like trances wherein she supposedly sees visions that instruct her as to her further actions.

    Who knows how long it may be before she is overthrown by a new High Priest, one who can promise the Bloodwinds a greater degree of stability?
    Ws:6
    Bs
    S:4(5)
    T:4
    W:4
    A:3
    I:5
    Ld:10
    Sv:4+/3+

    Weapons: Sacrificial Dagger, Scepter of Faith

    Special Rules:
    Orator: N’akara is a skilled orator, capable of working her followers into fits of rage and frenzy. Any Bloodwinds unit within 12’’ of N’akara count as having fleet of foot, but must always move towards the nearest enemy unit. If they leave the range of this ability, they lose their FoF and may move normally.

    Ceremonial Weapons: N’akara’s weapons are both deadly in combat, but also symbols of her status. The Sacrificial Dagger is a one-handed power weapon that causes all enemy models within base contact to lose –1 Ld. The Scepter of Faith is a one-handed power weapon that adds +1 to N’akara’s strength.

    Sacrifice!: If at any time, N’akara is in base contact with a lone survivor of any squad, enemy or ally, she may attempt to sacrifice him. Roll a D6. On an enemy, the sacrifice works on a 5+. On a friendly unit, it works on a 2+. Remove the sacrifice as a casualty. For each sacrifice, you may either: Add +1 to the leadership of every Bloodwinds model, or you may have N’akara recover all of her lost wounds. However, should N’akara’s unit be reduced to a single model besides herself, she will automatically sacrifice the model. She may recover one lost wound from this sacrifice.
    Last edited by Unseen Lurker; May 25th, 2006 at 02:47.
    The Grand Necromagus of the LO Codex: Necromancers Design Team.

    The Supreme Lance Leader of the Codex: Wasters Design Team.

    Cruelty has a Human Heart
    And Jealousy a Human Face
    Terror, the Human Form Divine
    And Secrecy, the Human Dress

  10. #9
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    Okay, just a slight update featuring all the various bits 'n' pieces the team came up with today. We're trying to get everything up, but some team members haven't been in contact for a while. I intend to post "The Wasters Guide to Crozalus" soon, but my slashed-up hand means that may take a while.

    Powersuit:
    Piece of wargear
    0-1 per Army
    Lance Leader and Rad-Mage only
    The Waster becomes a Walker with AV 12/12/10 armed with 2 Dreadnought Close Combat Weapons and a Jump Generator. The Waster may also carry up to 2 Guns, purchased from the armoury for the normal price, and may be equipped with up to 3 Subsystems from the list below.

    Jump-generator:
    Specially designed for their own high-gravity world, this device was originally meant as a stabilisation system. However, the Guilders found out that on lower-gravity worlds this system enables the tech-suit to make enourmous leaps. Quickly reinforced to work similarly on their own world as well, the generator quickly became one of the key features of the Power Suit.
    Instead of normal movement, the Power Suit may make a 24-inch move, as though wearing a jump-pack. In a turn in which this move is made, the Power Suit may not shoot or assult. In the opponent's turn after this move is made, only glancing hits can be scored against the Power Suit .

    Subsystems:
    Targeting Array; allows the character to re-roll one failed 'To Hit' roll per Shooting Phase
    Localized EMP Field; add +2D6 to Strength for Armour Penetration
    Mind-Slaved Tech-Beast; Lesser Tech-Beast forms unit with character
    Combat Scanners; reduce enemy cover saves by -1
    Melee Attachments; character gains +1 Attack


    Solid Guns: we need some advice on the Strength and AP of these; basically, the "rad guns" we posted earlier have high S and low AP, while these are the reverse.
    Solid Gun: S:3, Ap:4, Rapid Fire, range 24
    Shotgun: range 6, assault 1, S:5, Ap:4
    Minigun: Rng12", S5, AP4, Assault 3
    Autorifle: S:5, Ap:5, Assault 2, Rng. 12

    Guilder Stats
    Ws:4, Bs:4, S:4, T:4, W:2, A:2, I:5, Ld:9, Sv:4+

    Tech-Beast Stats
    Ws:4, Bs, S:6, T:4-5, A:3, I:4, Ld:7, Sv:4

    Guilder Experimental Gear (all are Shooting Weapons): we'd like input on expanding this list.
    Void Density Core. Uses the Large Circular Template and inflicts a S10 AP1 hit on those it affects, roll a "1" when rolling to hit though and the Guilder fumbles and is sucked into oblivion.
    Rad-pulse Rifle: S:5, Ap:3, Assault:2, Rng:18, uses "get's hot" universal rule, but overheats anytime he misses
    Photon Cannon: Rng 24", S: D6, AP: D6+1, Heavy 1
    Sonic Blast Generator: Rng 18", S: 6, AP: 2D3, a "to hit" roll of 1 means the Guilder drops to Initiative 1 until the next Waster turn
    Signature Lock Missiles: Rng 30", S: 7, AP: 3, Heavy 1, a "to hit" roll of one means the shot is conducted against the Guilder
    Last edited by Unseen Lurker; June 27th, 2006 at 03:14.
    The Grand Necromagus of the LO Codex: Necromancers Design Team.

    The Supreme Lance Leader of the Codex: Wasters Design Team.

    Cruelty has a Human Heart
    And Jealousy a Human Face
    Terror, the Human Form Divine
    And Secrecy, the Human Dress

  11. #10
    Senior Member Scuba T's Avatar
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    Request for Input

    Ok people, sorry to sound slightly bossy here, but we need your input to put this codex together!!!
    ~~~~~|\~~~~
    shark in the water

    "Your kid puked on me. I should get extra marks for that."
    -Jess Norgaard

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