Some New Monsterous Creatures For De - Warhammer 40K Fantasy
 

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  1. #1
    Member jefftheworld's Avatar
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    Most of these are just converted rules from chapter approved CREATURE FEATURE

    0-1 Devil Scorpion
    Pts/Model WS BS S T W I A Ld Sv
    Devil 100 4 0 6 5 3 3 3 10 3+
    Devilspawn 15 3 0 4 3 1 5 1 10 5+

    Number/Squad: 1 Devil and 2-4 Devilspawn

    Options: One Devil may be upgraded to a Fiddler for +25 points. Fiddlers are Strength 8.

    SPECIAL RULES:

    Beast Master: The Squad Must Be acompanied by a Beastmaster (see the Warp Beast entry in the Dark Eldar codex for details) although rather than assualting the nearest squad when the Beastmaster is slain, they burrow on the spot and assualt anything within 6�.

    Monstrous Creature: Catachan Devils are massive, brutal killing machines. They roll 2D6 for armour penetration and ignore their opponent’s Armour Saves in close combat. This special rule does not apply to Devilspawn.

    Difficult and Impassable Terrain: Both Devils and Devilspawn can negotiate all kinds of impeding terrain with ease. Devils and Devilspawn roll an extra D6 when negotiating difficult terrain. In addition, they treat impassable terrain as if it were difficult, so long as they roll high enough to pass through it in one move – if they do not roll high enough they simply stop at the edge.

    Stealth: Devils and Devilspawns are able to blend into foliage silently and swiftly, all but invisible to the naked eye. They gain +1 to their Cover Save while in jungles or forests.

    Fleet of Foot: Devils and Devilspawns are able to cover a vast distance swiftly in great bounding springs. In the Shooting phase, any Devil or brood of Devilspawn may move an additional D6" (provided they are not engaged in combat). This additional movement ignores difficult terrain.

    Burrow: Devilspawn often creep up on their prey by tunnelling underground. Devilspawn may Deep Strike if the mission allows.

    Objectives: Devils and Devilspawn never capture objectives of any kind. They have no interest in things they cannot eat or kill.

    Modelling Tip: With a little conversion work, a Tomb Scorpion from the Warhammer Tomb Kings range could be used to make a Devil Scorpion. Devilspawn could be made from a variety of sources, such as the Tyranid range and Necromunda Ripperjacks.


    CROTALIDS
    Pts/Model WS BS S T W I A Ld Sv
    Crotalid 18 3 0 4 5 1 3 2 10 3+

    SPECIAL RULES

    Unexpected Migration: To represent the sudden arrival of a pack of Crotalids, these creatures always start the game in Reserve, even in missions that don’t normally allow it. Roll at the beginning of the game turn and when they become available, roll a Scatter dice and 3D6 in the centre of the table and place the large Blast template that number of inches from where the Scatter dice lands in the direction of the arrow. If this carries them off the table, or into impassable terrain then simply re-roll the dice. The pack of Crotalids appears at this point and immediately follows the rules below.

    Territorial: Crotalid are extremely territorial and once they’ve arrived, they’re going to fight to drive any other inhabitants out of their new habitat! If not engaged in an assault, move the Crotalid pack 6" towards the nearest model (from either side) at the beginning of each player’s Movement phase, before any other rolls or moves have been made. If this carries them into contact with a model from either side, then the Crotalid count as having charged.

    Animal Nitrate: Though Crotalid are not normally particularly fast, they are capable of short, rapid bursts of speed when attacking. If, at the beginning of each player’s Assault phase, the Crotalid pack are not already engaged in close combat, they must make an Assault move of 12" towards the nearest model (from either side) if this would bring them into contact with it. If no model is in range, then the Crotalid do not move.

    Animalistic: Crotalid may retreat from their new habitat if they encounter a species more powerful than they are and, to represent this, if a pack of Crotalid fails a Morale test from any source, they will immediately trigger their warp-travelling ability and vanish from the battlefield. Victory Points are scored as normal by the player that manages to drive the Crotalid from the battlefield, either by killing them or causing them to disappear into the Warp.

    Warp Travel: While most creatures migrate simply by walking, flying or swimming to new habitats, the Crotalid employ an altogether more unusual method to reach new feeding grounds. The Crotalid travel through the medium of warp space, because of this Crotalids may come through a webway portal. If a webway portal is taken, by anyone (freind or foe), the Unexpeted Migration rule is exempt and the Crotalids come though the first turn it is openned.

    Modelling Tip: You can make the Crotalid easily with the Salamander bodies from the Lizardmen range together with the heads from Cold Ones to make a suitable predator.





    NATIVE HUNTING BEASTS
    Pts/Model WS BS S T W I A Ld Sv
    Hunting Beast 7 3 0 3 3 1 3 1 3 -

    Up to four Hunting Beasts may be taken as wargear by any character in the army with access to its armoury. If taken by an independent character they form a unit with that character but do not prevent that character joining a unit as normal. If selected by a model that is not an independent character they will form part of the unit that the character belongs to. They are removed if their owner is killed. Hunting beasts move and assault at the same speed as their master. They do not have to take Difficult Terrain tests. They may board the same transport as their master and take a single space each.

    SPECIAL RULES

    Biodiversity: There are so many different hunting beasts utilised by the different races of the galaxy that to include even a small proportion of them here would be impossible. In order to represent some of their different characteristics, you may chose to upgrade all the beasts taken by a character by choosing one or more of the following upgrades. You must upgrade all of a character’s beasts to represent the same beast – things would get ugly if the pack was made up of different animals.

    Agile (+2 points per beast): Each beast has an Initiative of 4.
    Vicious (+2 points per beast): Each beast a Weapon Skill of 4.
    Snappy (+2 points per beast): Each beast has a Strength of 4.
    Alert (+1 point per beast): The beast is able to detect hidden enemy troops. If enemy infiltrators set up within a distance equal to 1D6 for each hunting beast accompanying the character, the character is allowed to take a ‘free’ shot at them (or sound the alarm in a Raid scenario). If the character is part of a unit, the whole unit may shoot. These shots are taken before the game begins and may cause infiltrators to fall back.

    Modelling Tip: There are a great many models that could be used for Hunting Beasts, such as Warhounds, Squigs and parts from the Tyranid range.




    Any ideas or feedback?

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  3. #2
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    well first off props to you for doing this it is really interesting and has a lot of good ideas but...

    0-1 Devil Scorpion
    Pts/Model WS BS S T W I A Ld Sv
    Devil 100 4 0 6 5 3 3 3 10 3+
    Devilspawn 15 3 0 4 3 1 5 1 10 5+
    okay well as they are part of the Dark Eldar they need a higher initiative and a less good save maybe 5/4+
    S6 might be a little ridiculous but okay as they are big and as the aren&#39;t power weapons i&#39;m okay with it.
    Ld10 noone in the dark eldar has Ld 10 and as they are beast they need a low leadership as they can&#39;t comprehend things such as anything maybe 6/7 at the highest.

    there can only be one devil n a squad correct? so you can upgrade it to a fiddler? well maybe make this be up to S6 and cost 40pts (makes it more fair)

    and lastly this would be an amasingly expensive unit and since it can&#39;t capture table quarters or anything i don&#39;t know if o&#39;d use it maybe make it do that and that would be better.

    umm. well that&#39;s it i made most of these changes so that we woulnd&#39;t be called cheesy by too many people. but again props

  4. #3
    Senior Member kerpal_g's Avatar
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    1. Those are the exotic creatures from White Dwarf a few months ago.
    2. You forget the Carnosaur/Megasaur. I have one and it is badass, but slow as a Talos but can kick some ass.
    R U 0K!??!? BUHHHHST WUUUULFFFFF!!!

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