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Inquisitor Augustus Pike

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Everything posted by Inquisitor Augustus Pike

  1. I believe this game will offer more than its fair share of roleplay. As previous posts have stated rising up and being a hero is possible in the Guard. Yes you are underpowered compared to most of the xenos, daemons, and other assorted nasties in the galaxy. Yes you will most likely die alongside hundreds of yor comrades. However denying the enemy your death. Hanging on by a thread alongside your comrades frantically trying to push back the enemy. In a sense all of these classic themes can be attributed to ALL the FFG games not just Deathwatch. Laughing God has a good point in that it shares a similar concept, in my opinion however it leaves for more roleplay. If a group of PCs make all characters from the same regiment who've been with eachother for a while they can all generate a rich backstory of their group not just their own character. This is a bit lacking in Deathwatch as the squad generates history being together and getting to know eachother. But in OW i think collective player backgrounds could leave open some great hooks or even possible side adventures for the squad as a whole, not just based off of one singular players background. This honestly could be one of the more cooperative games out of the 40k game line from FFG. I am excited to see how OW turns out to be, and i hope itll bring as much Roleplay as we are all hoping for. Cheers!
  2. Fair points Dulahan and Alluminum Wolf. It makes sense that its all for one or none for all deal when it comes to Rough Riders.
  3. Honestly I just hope Rough Riders get added in at some point if not in the core book. Bringing in one of the more unconventional no thought of Guard forces would be awesome and a good thing in my book. Cheers!
  4. In my opinion, being a 40k fan for a long while now, the Eldar if they ever get a core book, would need a THOROUGH background section. I don't mean just craftworlds or history etc. I mean a comprehensive section on their mindset and how they think. For those players who want to roleplay Eldar, me slightly included, we'd need a really really firm idea as to how different the Eldar from us.(general fluff both new and old), They have the attention spans of a knat at times. Those locked on their path are those who don Aspect Warrior Exarch armor, the Farseers, Autarchs to name a few. An eldar citizen may go on a 100 year bout of being an Aspect warrior, and later get distracted by something and go study music. Though they share common feelings and certain facets with humanity in the end their minds are different from birth, from humans. This is a race that is dying out, and they know it. Humanity in 40k is blind to this ultimate truth, they dnt except it. Eldar however know they are dieing. These few reasons listed is why if an Eldar book is to be created it needs to have a comprehensive section to help players and the gm understand HOW different the eldar are from humans in 40k, or in general. Other than that the mindset of the different existing craftworlds in general should be gone into detail as to how a character from that wolrd feels. In closing if an Eldar books is to be done it needs a thorough section on how fundamentaly, psychologicaly, and morally the Eldar are different from humanity, or in my opinion it will fail. Cheers! P.S. Bump on the possibility of an Ork core book, their cunning and brutality would be a real fun game to roleplay WAAAAAAAGHH
  5. In my opinion I really hope they add (if not in the core book then in a supplement), rules for Attilan Rough Riders. They'd fit the special squad bill as they themselves are strewn throuought the Guard in small specialized regiments. I mean who doesnt want to ride around on a war horse with a 9 ft long one shot "Spear of Death". If they dnt add Attilans specifically, itd still be nice to have a Roughrider Career path or alternate rank considering a bunch of regiments have their own. Krieg would be cool though not likely, id just want to get my hands on a Krieg style Las Gun, as in the fluff they are pretty strong in their own right. Valhallans would be awesome for role play as they have bad history with Orks leading to a strong hatred for them. Another regiment id love to see, due to their awesome fluff, and just for the fact that they're bad ass in general, would be the Vostroyan Firstborn. Having a whole player group full of Vostroyans could lead to a deep rich backstory for your characters as they have a strong sense of brotherhood (their lasguns are passed down from Vostroyan to Vostroyan). I can't wait to see what FFG will cook up itself aswell.
  6. Hello my fellow GMs. My group is slowly climing the level latter, and ive been writing up more difficult missions. This one i will need some input from any who would be kind enough to help out. First some back story. This investigation involves a Rogue Trader by the name of Darius Solanus, and his vessel The Aurum Regina. Darius has had contact with their Inquisitor, Augustus Pike, (Darius himself not knowing that he is an inquisitor), and has had a business venture with him for a while now. Pike has been paying him to bring back any xenos tech, or specimens that he can find. Darius has been gone for over a Dregan year now (I made a custom system the Dregan System where the accolytes and Pike reside on Drega III). Darius's vessel (a modified Firestorm-class Naval Frigate) comes into the Dregan System out of warp transit. The issue is that Darius's vessel has gone dark, and there is no response. The mission as stated by the title essentialy is to send the accolytes into the vessel, and investigate what happened on the vessel. Most of the crew will be dead, and there are a few key characters that will be dead that the accolytes can search for. They will be boading The Aurum Regina via Pike's ship The Torrens Solium. The hook of the story I havent decided on yet. The reason for the ship going dark, and most of the crew being dead will be attributed to one of several xenos foe. My friend who is also a gm and one of my players statted out Xenomorphs (aka the Aliens from the Alien movie franchise) and i was considering using them, a large group of Genestealers that Darius was transporting to Pike, or that got onto the ship somehow, and finaly I have been statting out the Akrid from The Lost Planet vid game series. The reason for the two non 40k races is because my group wouldnt expect it, and I was planning on in the long run their final rank 8 mission would be to E.D.N. III which would be a lost human planet, and just so happens to be the home of the Akrid. I need some help primarily on several subjects. -Knowing my group they probably will go poking around to try and "rescue" some equipment if anything what kind of equipment should i throw in there to award their bravery or stupidity as they search around the ship. -One of their primary objectives will be to find the ship's logs, and also to obtain any of Mechanicum Explorator Tychus Azmar's personal logs to find out what happened on the ship, and to see if he has any new info on Xenos/Tech. What other objectives should i give them. -Depending on the race how many of the crew should still be alive by the time the accolytes arrive on the vessel. -With the vessel have been in a state of danger and combat what systems should be out (power primarily being a big one). Thanks to anyone who reads, Cheers!
  7. Hello my fellow GMs. My group is slowly climing the level latter, and ive been writing up more difficult missions. This one i will need some input from any who would be kind enough to help out. First some back story. This investigation involves a Rogue Trader by the name of Darius Solanus, and his vessel The Aurum Regina. Darius has had contact with their Inquisitor, Augustus Pike, (Darius himself not knowing that he is an inquisitor), and has had a business venture with him for a while now. Pike has been paying him to bring back any xenos tech, or specimens that he can find. Darius has been gone for over a Dregan year now (I made a custom system the Dregan System where the accolytes and Pike reside on Drega III). Darius's vessel (a modified Firestorm-class Naval Frigate) comes into the Dregan System out of warp transit. The issue is that Darius's vessel has gone dark, and there is no response. The mission as stated by the title essentialy is to send the accolytes into the vessel, and investigate what happened on the vessel. Most of the crew will be dead, and there are a few key characters that will be dead that the accolytes can search for. They will be boading The Aurum Regina via Pike's ship The Torrens Solium. The hook of the story I havent decided on yet. The reason for the ship going dark, and most of the crew being dead will be attributed to one of several xenos foe. My friend who is also a gm and one of my players statted out Xenomorphs (aka the Aliens from the Alien movie franchise) and i was considering using them, a large group of Genestealers that Darius was transporting to Pike, or that got onto the ship somehow, and finaly I have been statting out the Akrid from The Lost Planet vid game series. The reason for the two non 40k races is because my group wouldnt expect it, and I was planning on in the long run their final rank 8 mission would be to E.D.N. III which would be a lost human planet, and just so happens to be the home of the Akrid. I need some help primarily on several subjects. -Knowing my group they probably will go poking around to try and "rescue" some equipment if anything what kind of equipment should i throw in there to award their bravery or stupidity as they search around the ship. -One of their primary objectives will be to find the ship's logs, and also to obtain any of Mechanicum Explorator Tychus Azmar's personal logs to find out what happened on the ship, and to see if he has any new info on Xenos/Tech. What other objectives should i give them. -Depending on the race how many of the crew should still be alive by the time the accolytes arrive on the vessel. -With the vessel have been in a state of danger and combat what systems should be out (power primarily being a big one). Thanks to anyone who reads, Cheers!
  8. To add to the Sisters comment. The Sisterhood of Silence did exist when the Emperor was still up and about during the Great Crusade. They were all blanks, and fought to capture psykers. I've heard two different things from sources, but either a group (known as null maidens, wearing bronze colored armor and sporting bald top knotted heads) were the only untouchables in their order, while the rest were simply skilled female fighters. Or they were all untouchables, I wasn't able to find the full answer. They also had black ships (much like the ones in the 41st M) that they used to detain the psykers they caught. So other then the ecclesiarchy needing a way around having an army, the Sisterhood of Silence may have been an inspiration for the Sisters of Battle. The reason why I say this is because even thought they didn't believe the Emperor was a god. They were very ritualistic (all were under an oath of silence among many things) in their own right. When I read the Horus Heresy series myself it felt like they were proto Sisters of Battle. On the False Emperor deal, it is stated in The Last Heretic I believe (don't have it on me at the moment) that Sevatar 1st Captain of the Nightlords at a meeting between several of the "back up" legions that would head to Istvan V (dropsite massacre) was first to coin this phrase. This is at a time when not all the traitor legions are completely familiar with the chaos gods, or even completely worshipping them yet. So in my mind "Death to the False Emperor!" was more originaly linked to them wanting Horus as their Emperor, and being mad at the Emperor leaving the front lines etc. etc., Cheers Gentlemen!
  9. Savrix Ship Tech-Savrix have an array of ships in thier fleets. The smallest vessels are known as Yuwo (pronounced with a long u and o) this means "Swift Spear" in thier language. Yuwo class ships are the fast moving raider vessels of the Savrix empire. They are also purposed with ferrying civilians and supplies to new and old systems of the Savrix empire aswell as Savrix battlefronts. They have a crew of around 18,000 Savrix, aswell as Savrix military units within the confines of each Yuwo to protect the ship and its cargo. Each Yuwo are armed with light Rao (pronounced Row, means Void or Space) Reflect Shields to both protect from the void and to defend against enemy fire. Due to their smaller size they have little room for mass amounts of Arc Defense Turrets, they make up for it with a front hull mounted Eviscerator Class Arc Cannon, which it often uses on forward hit and run attacks before scampering away from ship combat. Size-1.5 Km long, 0.4 km abeam, Mass-6 megatons, Accel 5.8 gravities max sustainable acceleration The next size up in vessel is the Eraj (pronounced Arash) this means "Storm's Birth". Eraj class ships are the standard aussalt vessels and escort vessels of Savrix fleets. These ships are more tooled towards ship combat and ferrying dedicated military forces into battle. They have a crew of roughly 27,000 and have enough space to hold a force of around 600 military units into battle. They are 2nd most numerous compared to the Yuwo class ships. The Rao Reflect Shields of an Eraj are much stronger than that of a Yuwo, and these ships can handle themselves against most Imperial Frigates. The armarment of an Eraj is much heavier of course. Their Starboard and Port sides are covered in Arc Defense Turrets, mainly used to take out interceptors and smaller craft flying in to attack key points of the ship. The main weapons of the Eraj class ships are actually two Eviscerator Class Arc Cannons mounted one ontop of the other mounted on the front of the hull. Size-1.7 Km long, 0.4 Km abeam, Mass-6.2 megatons, accel 4.4 gravities max sustainable acceleration The next size up vessel is the Izri (pronounced with a long i at the end) this means "Storm's Eye". Izri class ships are heavily armed vessels developed for war. Needing a crew of roughly 68,000 Savrix these vessels are not to be taken lightly. Their primary roles are heavy space combat and being able to support massive armed forces of Savrix. These vessels have even heavier Rao Reflect Shields being able to soak heavier amount of fire before becoming vunerable. Each Izri's port and starboard side bristle with hundreds of Arc turrets. Their primary front mounted weapon is much more powerful then the Eviscerator. The primary weapon on all Izri's is the Maelstrom Class Arc Cannon. This massive weapon takes up most of the front of each vessel. Instead of firing a focused beam like the Evsicerator. This Maelstrom Cannon fires out a massive solid slug that pierces armor. Once it has pierced ship armor a massive blast of charged Arc LIghtning blasts out both damaging the target heavily, and killing many crew, but also causing a crippling emp blast. Size-4.8 Km long, 0.5 Km abeam, 23 megatons, accel 4 gravities max sustainable acceleration I will be posting the final class of Savrix Ship, aswell as how the Savrix travel through the warp in my next post, thanks cheers!
  10. Quick question my good man Darkmittens. Regarding your one post. Do the Wel'tran only have ONE ship or more than one vessel. And if its only one does that mean that its MASSIVE because they stripped their planet just to make it. Please reply back itd be a great help, Thanks Again Cheers.
  11. In my group we run it like this. The way we run it is close to how Rhetoric runs it. I make my players make a dodge before the attack happens. This however can only happen if they are looking at the one shooting at them. This details the character in the middle of combat noticing a gun swing towards them and reacting before anything happens. This means they only get a half action on their next turn. Of course due to shock of fear their agility role is at a -10. That is the way my group does it and it works out, cheers everyone.
  12. Savrix Weapon Technology-Savrix Weapon Technology is highly affective at destroying their targets. Every Energy Weapon except the Arc Lance weapons, uses two major chemicals to work. The first chemical is Roua (pronounced Rowa, and means liquid silver) this liquidy silver material is found in the ammo clips. This is clippped into the gun which is injected into the chamber of the gun. Coating the inside of the weapons is another chemical known as Auoth (pronounced Awoth, and means death's whisper). These two chemicals were created to become a fuel originaly. However the Savrix found out that together these chemicals make a dangerous volatile reaction that is affective for weaponry. Once the two chemicals have gone into a state of reaction a pull of the trigger is all it takes to set it off. A pull of the trigger sends an electrical pulse through the gun. A portion of the energy (created by the reaction) is focused through an inner lense in the barrel (the more powerful the weapon the more focusing lenses and the smaller they are). These focused energy blasts have a shining silver color to them. The Arc Lance weapons are quite different alongside the Storm Belcher. These weapons do not use the two chems listed above. These weapons can be compared to overcharged tesla coils. They use charge cells filled with stored electical energy. The weapon takes this and overcharges it sending it ou as a searing beam of energy that cuts through armor easily. Savrix Ship weapons are massive versions of Arc Weaponry. The same thing happens to ships that happens to vehicles when hit by Savrix Ship Arc Weapons. Next post should be on Savrix Ship tech and how they travel through the warp. Thanks For Reading Cheers!
  13. That is a very original idea Darkmittens! They seem to be very threatening in thier own right. My question is, what beef do they have with the Imperium? Is it just that they raid supplies and plunder any and all races they run into? Or do they have an agenda of their own when not fighting eachother? Other than those questions I only have good things to say about this race. You have a great comprehensive back story set up already in my mind. The way you created the different variants actualy born do to astrological reasons is genius. My other question what kinda hardware and weaponry these guys got? Hope to read more, thanks Darkmittens!
  14. Thanks Guys! Im glad you guys like my little race. I will definitely be looking forward to your personal posts good luck! Savrix society is very segregated. Geography often dictates what Savrix citizens do for the empire. In my ealier posts I detailed where canditates for the different types of troops came from. For example Savrix Bladesmen come from the heavy labor/mining class. So for example in areas that have valuable ores that the Savrix Empire needs, most of the Savrix living there are dictated by the ruling government to set up mining operations, and industries that correspond to their work. The Savrix Society runs off a loose cast system in this way. The poorest Savrix families (those often recruited to be Scroungers and Hounds) are merchant families or traveling artisans. They have the least income due to their mobile needs, which means they have the poorest health naturaly. Savrix Skirmishers and Warriors come from the middle class of society. These families range from government workers, to the most common type of family for the Savrix, military, to farmers. Countless Savrix Hunting families travel with Savrix Military Fleets or Civilian Fleets to reach new planets in order to practice their craft and make money doing so. These families use selective breeding in order to get children with keen eye sight, for better shots, to keep the Savrix masses feed. Like the Mining Families these families are a bit higher in social class due to the traits they help to bring to the Savrix Military, giving Savrix Gene Scientists better Genetic Stock to work with. The highest social class of the Savrix empire are the ruling nobles, warlords, and the Storm Priestesses (religious leaders and thier families). The Nobles draw their lineage from controling more lands than other Savrix on their original homeworld of Auma (in thier language it means the bloody rock). Warlords are HIGHLY accomplished Overlords and thier families who have risen to government power through tactical genius and tides of blood. Since the dawn of their society, even when they were hundreds of states spread out across Auma, the Nobles worked with the Warlords to keep control over their lands. Naturaly they still now work together to run the now expanding Savrix Empire. All religious officials of the Savrix Empire are psykers (females) from the lowliest town priestess to the highest officials of the Storm God's Church. They naturaly are able to gain status through money, religious fervor, or their mandatory military service. The Gene Scientists of the Savrix military mostly come from the Noble families due to their access to higher education. In Savrix society, females actualy have the same level of rights as males (except in Noble/Warlord families) if not more depending on thier social standing. This is because they can do the same jobs, and they are highly valued for producing more children for the empire's armies and work forces. The Savrix economy is not capitalistic. Though Savrix civilians are payed, all industries are set up and run by the government. In the end most funds, raw materials, and products go into funding the Savrix War Machine, therefore helping to expand the Savrix Empire. Most Savrix civilians are not inherently violent. However sacrifice is accepted, as they believe it is necessary in their worship of their Storm God (aka The God Emperor). They will sacrifice their own kind, if they have to. However Golgin aswell as the other races they have conquered (humans included) are often used as sacrifices to satisfy their diety. Thanks again I will post more on the Savrix Mind Set as a whole (society wise, general outlook on other races etc.), and I will most likely post more about how they worship their Storm God, cough cough The God Emperor, next. Thanks for reading Cheers!
  15. Hey everybody I had some fluff to add (that may contribute to missions etc.), Savrix females lay up to 3 eggs after their justation period. Also the Savrix have MOBILE gene labs set up on planets within the systems theyre attacking to help relplenish troop shortages. Hope this helps cheers!
  16. Hey everyone sorry i havent posted in the past few days. My post today deals with the Golgin the first race the Savrix encountered, and a race they have enslaved. Golgin are primarily used as menial units cleaning up battlefields, aswell as moving heavy equipment around. They are a simian race standing at roughly 7' 6" on average. They have a greyish blue skin tone and yellow eyes. Males possess a greyer fur while the females have snow white fur. When the Savrix encountered them they had technology. Most of their technology lay in agriculture though they did possess some powerful weaponry. Sadly once defeated their agricultural tech was stolen, and most of their weaponry was destroyed by their new Savrix masters. Now Golgin are slaves to the Savrix. Most fullfill a non combat role, and only participate when told to by their masters. A very tenacious and vicious Savrix Overlord will throw them into the front lines to wreak havoc amongst the enemy lines. Ws-36 Bs-n/a S-(8)42 T-(6)38 Ag-40 Int-32 Per-37 Wp-40 Fel-35, Wounds-12, Mv-5/10/15/30, Hulking Size, Traits-Brutal Charge, Dark Sight, Nat Weapons (claws), Sturdy, Unnat Strength x2, Unnat Toughness x2, Skills-Awareness (per), Climb (s) +10, Concealment (ag) +10, Dodge (ag), Shadowing (ag) +10, Survival (int) +10, Tracking (int) +10, Speak Language (Goglin, Broken Savrix) (int), Talents-basic weap training (prim, exotic), Berserk Charge, Ambidextrous, Blind Fighting, Furious Aussalt, Leap up, Nerves of Steel, Takedown, Two-Weapon Wielder (prim, exotic), Armor-Tough Hide (All 2), Weapons-Claws (1d10+S R pen.0) or Golgin War Gauntlets (2d10+S R pen.3), Gear-Leather Harnesses, Explosive Collar (all Golgin have one of these on to keep them in line, which ever Savrix has command over them has the detonator, it counts as a Frag Grenade when detonated but only has a blast of 2m, kills the golgin instantly, and does damage to anything within its blast radius), optional Ammo Box (some Golgin go into battle as ammo mules, holds 4 clips of Terror Rifle ammo, 3 Terror Pistol clips, and 2 Krak and Frag lances) Thanks for all the comments guys any critiques are welcome, Cheers!
  17. Haha thanks Gurkhal! My group will be facing them eventualy in the name of the Ordo Xenos. Also im not done yet there are some more units im tacking on aswell as the enslaved Golgin that once fought the Savrix. Will be posting soon Cheers!
  18. Sorry forgot to add all the Compounds the Witch carries are dosed for Savrix. Also The Witch Throne has the following stats I forgot to add to it, Structural Integrity-18, Armor-All 9 (disruption field also helps to protect the chair from incoming fire), Tactical Speed 15m
  19. Before I post the Witch Stats, I have an edit, the Daughters of the Storm Psy Classes Biomancy, Pyrokine, and Telekinetics should all have Psy rating 2 not 1. Savrix Witch-The most powerful of all the Savrix Psykers are the Witches. These female Savrix inbody the name both in nature, and shear psychic power. They are often advisors to Savrix Overlords, or lead a detachment themselves. Witches are a dangerous terrifying sight to behold whiping out swathes of their foes with arcs of fire and lightning. Witches also act as field priestesses of the Savrix religion. Ws-37 Bs-40 S-36 T-37 Ag-46 Int-48 Per-46 Wp-55 Fel-46, Wounds-32, Mv-4/8/12/24, Average Size, Skills-Acrobatics (Ag) +10, Awareness (Per), Dodge (ag) +10, Command (Fel) +10, Logic (int) +10, Invocation (wp), Drive (HV) (ag), Navigation (surf) (Int), Tech-Use (int) +10, Psyniscience (Per) +10, Speak Language (Savrix, Broken Low gothic) (int), Talents-Psy Rating 4, Melee Weap Training (exotic), Basic Weap Training (exotic), Air of Authority, Ambidextrous, Berserk Charge, Catfall, Furious Aussalt, Iron Discipline, Leap Up, Hard Target, Mental Rage, Nerves of Steel, Rapid Reaction, Step Aside, Strong Minded, Armor-Reinforced Light Exoskeleton (All 3), Weapons-Staff of the Maelstrom off (1d10+S R pen.2 balanced, psy focus) on (1d10+4 E pen.6 power field, balanced, psy focus), Gear-2 Vials of Blessed Blood, 2 Injectors of Compound T1 (slaught), Compound T2 (stimm), and Compound T3 (Frenzon), Microbead (relay orders), Witch's Throne-A special hover chair that ferrys Savrix Witchs into battle, Hulking Size, Hover Vehicle, Deflector Field Generator-When riding in their Throne, Savrix Witchs are protected by its Deflector Field, Incures a -30 to all BS tests to shoot a Witch's Throne, and a -10 to all WS tests to hit it, Storm God Totem (mounted on the back rest of chair), Armor Sheaths (adds 1 AP to R/L arms, R/L legs, and the Head), Armored Visor/Brain Tap (grants Dark Sight Trait to Witch, a Witch's Throne is controled by the users mental link, while a Savrix Witch is strapped into a Throne it may not use any of her psy powers), Built in Dominion Caster, Undermounted Storm Belcher (30m, S/2/-, 1d10+4 E pen.0 Shocking, Scatter, Clip-6, Rld-3 full), Back Mounted Charge Cell (holds the equivalent of 4 clips for the Undermounted Storm Belcher), It is a 2 round action to disembark, and a 3 round action to embark into a Witch's Throne Psy Powers (A witch gets 2 of these sets choose which ones to mix and match)- Biomancy-Bio-Lightning, Blood Boil, Cellular Control, Constrict, Hammerhand, Regenerate, Seal Wounds, Enhanced Senses Divination-Dowsing, Precognitive Dodge, Precognitive Strike, Glimpse Pyromancy-Blinding Flash, Burning Fist, Call Flame, Douse Flames, Fire Bolt, Wall of Flame, Sculpt Flame, Fire Storm, Incinerate Telekinetics-Catch Projectiles, Fling, Force Barrage, Force Bolt, Psychic Blade, Push, Telekentic Shield, Psychic Crush, Telekinesis Telepathy-Beastmaster, Compel, Dominate, Inspire, Psychic Shriek, Telepathy, Terrify Thanks Everyone for reading Cheers!
  20. Destroyer Class Tyrant-This Tyrant is a testament to its name. They are deployed for when **** goes south and the enemy has heavy armor with them. Destroyers though are not bulky compared to other tyrants. They walk tall and slender presiding their destruction over Savrix battlefields. Ws-25 Bs-50 S-55 T-50 Ag-26 Int-10 Per-30 Wp-32 Fel-n/a, Wounds-20, Mv-4/8/12/24, Traits-Enormous, Armor Plating, Dark Sight, Machine (5), Auto Stabalized, Skills-n/a, Talents-Heightened Senses (sight), Heavy Weap Training (Explosive, exotic), Fearless, Marksman, Armor Reinforced Shell (All 7), Weapons-Mark IV "Maximus" Terror Cannon, Mark II Terror Lance (180m, S/-/-, Heavy Krak Lance 3d10+4 X pen.10, Heavy Frag Lance 3d10 X pen.4 Blast (8), Clip-1, Rld 3 full) or Mark II "Head Harvester" Arc Lance (300m, S-/-, 4d10+5 E pen.12, Overheat, Clip-1, Rld 4 full), Gear-Internal Microbead, Back Mounted Charge Cell/Missle Loader (provides 3 full clips for "Maximus" Terror canon, 5 full clips of Krak, 5 full clips of Frag, or 10 full clips of "Head Harvester" Arc Lance), Internal Detonator and Explosives (all Destroyer class Tyrants have one last trick up their sleeve. If they are about to be disabled or have already been disabled and are lying about, the Savrix can pull a death blow to their enemies. If given the command an active, or inactive Destroyer Tyrant can be blown up. This is a full round action, and take 4 rounds to set off the bomb, it has a blast radius of 15m, and deals 2d10+8 X pen.8 damage to the body of any targets caught in the blast), Command Sets-Terminate, Open Fire, Guard, Cease, Search and Destroy, Regroup, Charge, Patrol, Detonate Explosives There you go guys the Savrix Witch shall be the next unit i post. Cheers!
  21. Savrix Shadow Disciple-This breed is one of the most specialized of all Savrix soldiers breed. Disciples are used as a stealth unit (often commanding Assailant Class Tyrants), and also as a field medic for their infantry. These soldiers combine the lithe silence of Skirmishers, the Weapon Skills of Bladesmen and the shot of a Lancer. Most enemies who survive their attacks shudder at the prospect of fighting Savrix again. Ws-37 Bs-37 S-35 T-36 Ag-42 Int-37 Per-36 Wp-37 Fel-38, Wounds-11, Mv-4/8/12/24, Average Size, Skills-Acrobatics (ag), Awareness (per), Climb (s) +10, Concealment (ag), Dodge (ag), Logic (int), Medicae (int), Navigation (surf) (Int) +10, Shadowing (ag) +10, Silent Move (ag) +10, Tracking (int) +10, Tech-Use (int) +10, Speak Language (Savrix, Broken Low Gothic) (int), Talents-Basic Weap Training (exotic), Melee Weap Training (exotic), Ambidextrous, Assassin Strike, Battle Rage, Catfall, Deadeye Shot, Leap Up, Step Aside, Nerves of Steel, Furious Aussalt, Armor-Light Exoskeleton (all 1, Black Coating*), Weapons-Death Lance, Blade Staff, or Disciple's Stinger (30m, S/-/-, 1d5+2 R pen.2, Clip-6, Rld 3 full, Accurate, Toxic, Tearing, Arm Mounted, counts as being silenced), Shadow Blade (1d10+2 R pen.0, Tearing, Toxic, Balanced), Gear-2-3 clips for gun, 3 Injectors of Compound T1 (Slaught), Compound T2 (Stimm), and Compound T3 (Frenzon) (dosed for Savrix), 2 Medikits (8 uses each, no doses of Stimm), Micro-Bead (used to give orders to Tyrants), *Black Coating (Unlike most Savrix warriors, Disciples have a black exoskeleton, this is a special chemical that died their exoskeleton black and causes them to be hard to see using Infa-red) incures a -10 to all sight based perception checks using Infa-red tools to detect the Disciple I give personal thanks to Darkmittens for providing Inspiration for this very specialized infiltrator/medic unit, Cheers Everyone! Ill be posting more soon.
  22. Thanks Darkmittens! To answer your question i hadn't thought about a creature like that. As for the process that created them it doesnt really wear off (as it was done to them when they were children), but I still love your idea. I will most likely create a support unit based off your idea, and next should be the Destroyer Class Tyrant, and a real psyker unit the Savrix Witch. Thanks Again Cheers!
  23. Savrix Armsman-These elite warriors do not see much of the front lines. Armsman are specificaly breed and tasked with protecting the Savrix nobles/warlords that run the Savrix empire. However Armsman are loyal to the warlord/noble they serve. So other than protecting their Lord, Armsman have been known to perfrorm special jobs that usualy end in their Lord's rival dead. Ws-42 Bs-40 S-40 T-40 Ag-37 Int-38 Per-36 Wp-40 Fel-34, Wounds-11, Mv-3/6/9/18, Average Size, Skills-Awareness (per), Climb (S), Concealment (ag) +10, Navigation (surf) (int), Tracking (int), Tech-Use (int), Silent Move (ag), Shadowing (ag) +10, Speak Language (Savrix, broken low gothic) (int), Talents-Basic Weap Training (exotic), Melee weap training (exotic), Ambidextrous, Cat fall, blademaster, leap up, fearless, swift attack, quick draw, deadeye shot, Armor-Hard Exoskeleton (all 3) or Hard Exoskeleton with shield (H3,B5, LA5, RA 3, Ls3), Weapons-Armsman's Falx (1d10+2 E pen.4 tearing, shocking, balanced), Terror Rifle or Armsman's Blade (1d10+4 E pen.6 powerfield, balanced), Armsman's Shield (defensive) or Death Lance (150m, S/-/-, 1d10+4 E pen.4, clip-8, rld 2 full, telescopic sight, accurate, reliable), Gear-Back Banner (denotes what warlord or noble they serve), 2 injectors of Compound T1 (slaught) and Compound T2 (Stimm) (dosed for Savrix), 2-3 clips for gun (if they have one), Storm God tokens
  24. I meant to put if the mental link is lost between a Savrix Monstrosity and its Storm Daughter etc. etc.
  25. Savrix Monstrosity-This is the most dangerous out of all of the biological Savrix creatures. It has been breed into an enormous monster devoid of intelligence. Pure rage and muscle is what drives these creatures into battle. That and the Daughter of Storm that keeps it under her close control so it doesnt go ripping apart their own units. Ws-38 Bs-n/a S-(10)52 T-(10)52 Ag-12 Int-10 Per-30 Wp-60 Fel-n/a, Wounds-36, Mv-3/6/9/18, Traits-Enormous Size, Bestial, Brutal Charge, Dark Sight, Fear Rating (3), Nat Weapons (Claws, Head), Sturdy, Unnat Strength X2, Unnat Toughness X2, Skills-Awareness (per), Talents-Frenzy, Berserk Charge, Furious Aussalt, Fearless, Iron Jaw, Armor-Heavy Exoskeleton (All 5), Weapons-Claws (2d10+S R pen.8 Tearing), Skull Plate (only on a charge) (2d10+S I pen.6 Shocking), Gear-n/a, *If the mental connection between a Monstrosity, and its controling Storm Daughter, it will go into a blind fury, and become instantly frenzied, you then roll on the scatter die table, the Monstrosity then runs towards the nearest creature(s) in that direction, the only way to end this rage, is to have another Storm Daughter take control of it again, it is then under her control.
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