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Discussion Starter #1 (Edited)
Ok, this first paragraph is just going to be me on the defensive and justifying this; if you don't need a justification for creativity just skip it. For all those who say this is based off something, every thing from our imagination is based off something, so OF COURSE! If you think that this is too close to an army, grow up and remember that discretion is the better part of valour and don't just ridicule like a jerk. Ok, now that that's over, on the meat and potatoes.

This army is partially based off D&D mixed with typical undead, etc. from fantasy tales brought into the 40k. Background:
Coming (although it's more of an evil theme, as you will see)

HQ:
Special Characters:
Lord Devlish
WS BS S T I W A Sv
6 4 5 4 5 3 3 3+/5++
Special abilities:
Fearless 12" radius, force weapon, terrible visage (old rule that gives enemies -1 Ld)...possibly more, but doubtful

Vampyre Lord:
WS BS S T I W A Sv
5 3 6 4 4 2 3 3+/5++
Fearless, power weapon, replenish health (for every wound he deals roll a D6. On a role of 6 he gets plus 1 wound BACK. IE he can't go above 2 wounds.) Independent character, wings, two close combat weapons (one can be switched to a power fist for +15 points).
total points: 115

Warlock:
WS BS S T I W A Sv
4 3 4 4 4 2 2 4++ points: 115
Undead warlock can take two of the following powers:
raise undead: can raise up to two undead per turn (can be any killed creature on YOUR team). Roll a die and on a 4+ the creature is raised. It is treated as part of his squad from then on.
Blasphemous Curse:
Str. 5 AP 5 flamer that spews forth deadly poison to a target
Gift of the Vampyre Lords:
Raises the str. of any unit within 12" by +1 for that assault phase. Use during the assault phase, but the Warlock cannot be in combat. (this effectively means he can't cast it on himself, and you'll have to position him correctly)
Haste:
Any unit within 12" can move a further d6 during any ONE phase of your turn and not take a penalty for that movement. This must be rolled for at the beggining of the turn

Elites:
Lesser Vampyres:
WS BS S T I W A Sv
4 3 5 4 5 1 2 4+ points: 23
close combat monsters and one can be upgraded to a vampyre clan-lord for plus 15 points. He then gains the ability to move the whole squad as bats (treat as a jump-pack) for the whole game. Also, he is plus one attack.
Enslavers (one and the same as the D&D guys)
WS BS S T I W A Sv
4 3 3 4 5 1 1 4+/5++ points: 25 points a model
These guys are not close combat specialists.
Their attack is different in that if they wound the enemy does not die but becomes enthralled. When an enemy is enthralled they become your model and may either move as an independent squad or join the Enslavers. If they join the enslavers then they will gain the counter-attack special rule as the enslavers would rather that their pets die then that they die. This may be a tricky rule, but tell me your thoughts on it.

Golems:
Created by the Warlock they can only be in an army with him as one of the HQs
WS BS S T I W A Sv
5 2 5 5 2 2 2 3+ points: 21 per model
If the warlock dies then they will crumble to dust with him.
They are made out of steel and have the relentless ability. However, they can only consolodate after an assault, as they are slow and cumbersome. I'm thinking about them moving as slow and ponderous rules, but then they'd have to have higher stats.

This is just the HQ and Elites. I'm thinking about adding Were-wolves as fast attack, and something like trolls/goblins as troops. I know that goblins are more like squigs, but I'm just too stupid to think of anything else right now. Any thoughts?
 

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Sense you do not wish to hear the criticism of another I only got one thing to say and that is this thread does not belong here in Homebrew 40K fluff as it features the Houserules/Homebrews section of your Vampyres and therefor should be moved to the Houserules and Homebrews section of Heresy Online.
 

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Discussion Starter #3
to that post I should apologize and make myself more clear, thank you. I wanted to say that I am looking for C&C, just I want to not get criticism saying "that's unoriginal" as that is unhelpful.

How do I move this list to its correct spot?
 

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Should be moved soon man. No big.
 

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to that post I should apologize and make myself more clear, thank you. I wanted to say that I am looking for C&C, just I want to not get criticism saying "that's unoriginal" as that is unhelpful.
My apologies I just figured that post about justification and creativity was directly solely at me for my comment from the previous thread.

I understand a want to build a C&C army I was just saying that it should not be built as a recreation of a fantasy setting style army.

Its kinda hard to explain; but every time I read about someones 40K Vampires they are just a few lords with maybe just a couple vampire squads and a vast horde of undead with some monsters. They make it seem as if the Vampires are the most rarest species of the 40K galaxy and if they all happened to be in place at one time there would only be a couple hundred thousand of them :no:

Come on the 40K galaxy is a very big place lets expand those Vampyre squads lets give them their own technology hell their immortal beings who knows what kind of fun toys they have come up with over the past millennium.

Sure you can still use zombie hordes as your never ending meat shield; but lets get some Vampyre troops who you know can hold those objectives. I'm not talking Elites I mean simple just turned into a Vampyre last night guys whose duty in the midst of the enemy panic is to capture that objective.

Those slaves are a great idea I love em use them as your scouts and diversionary troops.

:clapping: Bring on the monsters werewolves, ghouls, golems they should be flesh golems by the way kinda like the Frankenstein monster; but they can be your tank killers and slaughter infantry.

Have multiple different Elite Vampyre squads, Coffin jetbikes and maybe couple of their own heavy assault vehicles.

Just kick it up a notch or two and don't just make fantasy into 40K thats easy. They can still be C&C when it comes to 40K they just need to be seriously spiced up is all :eek:k:

Allright enough of my ranting its gone on long enough :headbutt:

I'll get back to you on the units you created later on :biggrin:

oh and if you want it moved all you have to do is report it yourself and asked that it be moved
 

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Discussion Starter #6 (Edited)
imnt dead: thank you very much. My attack wasn't directed at you specifically, and I didn't want to attack any person, just to be defensive:).

New Units:
Elites:
Dryder warlocks (squad size: 1-5) If only one, she may be put into a squad or act as an IC.
WS BS S T I W A Sv
6 4 4 4 5 1 3 4+
They are from the same race as the below Dryders, and their lore is is summed up below. However, these are the female priestesses of their lost God. They perpetually have an evil laugh on their face, and only take pleasure in sex, the way of praying to their debased God. Even killing gives them no pleasure, except that they have slayed another enemy of their God. They are lesser warlocks who have been blessed by their god. They also move as cavalry.
They may choose one of the following powers:
Debase the infidels:
place a small blast marker and all units under it have their initiative brought down to 1. This power is brought about by the Debased one (their God's name) laughing hectically inside his opponent's head.
Flame of the Debased One:
A flame screams out of the warlock and all enemies within close proximity run towards their enemies trying to kill each other in hand to hand combat. The flame wreaks havoc on enemies minds while blessing those close to the God. ALL units within 15" move 2D6 towards the nearest enemy. This includes opponent's units and your own. It also adds +1 to any allied units who assault that turn, and does not give the enemy their +1 attack for assaulting your units. This can be used in either player's turn.

Troops:
Flesh Golems (squad size: 5-15)
WS BS S T I W A Sv
4 2 4 4 3 2 2 5++
Like the above Golems, these can only be taken in an army that includes a warlock, and have the same disability when the warlock dies. However, they are weaker (not made out of steel, and thus not as "elite" as their other brethren).

Fast Attack:
Dryders (squad size: 5-15)
An allied race of half spiders, half vampyre, these creations have the ability to run at extremely fast paces. They worship The Debased One who is thought to be a demi-god similar to the Harlequin's Laughing God. However, they have no connection that has been known to the Harlequins, although the two factions do fight each other more often than any other races. In fact, the Dryders live in the webway, and were first found by the Harlequin Laughing God in his travels after Slaaneesh was created. All Dryad warriors are males, as the women are all taken to the priesthood at an early age. As such, these males are enraged at the thought of fighting and not worshipping to their God in the traditional prayers. Were that they were back home praying to their god, and not forced to fight the enemy races. Due to this, they move extremely quickly trying to eliminate this threat to allow them to get back home and pray to their God.
WS BS S T I W A Sv
4 4 5 4 5 1 2 4+
Special Abilities:
fleet, move as cavalry

More to come:
Were-wolves as fast attack
Tomb-Vampyres as jetbike FA (you'll see what I mean later)
Novites (troop vampyres)
Snvirnebli (new troop choice)
Shades (most likely elites)
Coffins (tanks/transports)
Harbingers (Heavy Support)
More info about the race, and the Vampyres themselves.

Please tell me anything else that you think I should add (any units from fantasy stuff that you love, any units that I might be forgetting, any new cool idea that you have).
 

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Okay lets take a look and comment on these units of yours :cool:

HQ: Special Characters: Lord Devlish
I believe special characters should be developed after you created a stable army list and so I will not comment on Lord Devlish. That and I believe there will be more.

HQ: Vampyre Lord
I don't know about these stats they just don't feel like the stats of an immortal lord of Nosferatu. A lord should be able to challenge any Eldar warrior in terms of speed for close combat purposes and their supernatural strength and endurance would make them equal to any space marine; but not necessarily superior that's where an advance WS and BS would come into play. I dont mean to sound rude; but your lord only appears to rely on his endurance and special regenerative ability. I would think that the Vampyre Lords stats would be more similar to an Eldar Phoenix Lord; but with a lower Ballistic skill and not as good of an armour save. Options the lord needs more options and I do like that Replenish Health ability.

HQ: Warlock
Why not just call the Warlock a Necromancer? I'm going to assume the warlock is one of the vampyre kin and again that puts those stats into question. I definitely like the powers; but I think they need a little tinkering. Raise Undead seems just fine, Blasphemous Curse should treated as a poison attack that wounds on a 3+ or something so you don't have to rely on weapon strength oh and instead of saying flamer you should just say template otherwise some wise ass Eldar player is gonna say his Avatar is immune. Haste sounds good but I think you should restrict it to just allowing undead units to move 2D6 during the shooting phase for running :laugh: yeah that will make some players panic.

Elites: Lesser Vampyres
I don't know if I like the name Lesser I understand that they are not as great as a lord; but lesser just ultimately makes them sound weak and inferior. Maybe call then Covenant or crypt warriors. I do find it kinda odd that they have a higher Initiative then the lord I don't think any other unit should better at close combat then you're lords. Moving the squad as bats is very cool I think you should step it up a bit and allow the squad to deep strike in the same way; but because they turn into a swarm bats just make it so that if they land on an enemy unit they don't suffer a deep strike mishap and just move the whole unit one inch away from the enemy :victory:

Elites: Enslaver
Again if the Enslavers are vampyre kin then those stats are in question. I understood what you meant by comparing the Enslavers to the Dark Eldar Haemonculi and therefore they would be a vile group very fitting for some vampires. The special attack where you take control of the enemy units I suggest making it a special psychic power that would be somewhat similar to the Gift of Chaos special power maybe not necessarily transform into a monster like the spawn of chaos; but basically take control of that model and turn them into a savage ghoul of some kind ready to turn on his comrades.

Elites: Golems
You should make them big terrifying flesh golems and just make them hard to kill. I wouldn't make them crumble away and die when the Warlock dies cause then someone will just target your warlock from the beginning and there goes part of your army. However I would suggest making them more stupid or slower or something once the warlock dies.

This is just the HQ and Elites. I'm thinking about adding Were-wolves as fast attack, and something like trolls/goblins as troops. I know that goblins are more like squigs, but I'm just too stupid to think of anything else right now. Any thoughts?
Not stupid your just not taking enough time to think everything over and research all the possiblitys. When I think of a new army I think of its personality and focus the majority of its forces in that direction and then add support units; but one of the most difficult things about making a new army is trying to keep it reasonable and not seem to overpowered.

GAH new units must edit post

Elites:Dryder warlocks
Hmm..... unfortunately I have to disagree with this unit as an option for the vampires

Troops: Flesh Golems
YAY FLESH GOLEMS! I wouldn't use them as troops; but as an Elite choice and well yeah like I said before with the Steel Golems

Fast Attack: Dryders
Again I just dont agree with the Dryders being apart of the Vampyres

More to come:
Were-wolves as fast attack
Tomb-Vampyres as jetbike FA (you'll see what I mean later)
Novites (troop vampyres)
Snvirnebli (new troop choice)
Shades (most likely elites)
Coffins (tanks/transports)
Harbingers (Heavy Support)
More info about the race, and the Vampyres themselves.
WEREWOLVES most definitely gotta have werewolves maybe even a special werewolf character. Tombs and coffins you might wanna switch the names around abit coffin is small and personal so I would expect that to be a the jetbike and the tomb would be the armoured transport. All right Vampyre troop and shades very nice choices. I dont know what the Snvirnebli are so I will just have to wait and I know what Harbinger means; but I will just have to wait to see what you got planned for this heavy support choice.

It seems that your army list is starting to come together which is good I hope to read more of what you got later and good luck to you.
 

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Discussion Starter #8
thank you very much for your support, and I'll try to compile a more full list in a bit. I do agree with you that I need to change some of these things around a bit. I'm just scared of making them too overpowered...I want them to be more specialized too tho...more Ideas to come over the weekend.
 

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:headbutt: I'm an idiot

I don’t know why I didn’t think of it earlier probably because I was thinking games and not comics :suicide: but if I were to create a 40K Vampire army I would base the vampires and other various units off the Comic series Requiem Chevalier Vampire by Pat Mills and Oliver Ledroit. If you look into that series you can very easily create a very dark and evil 40K army that could easily rival any other :spiteful:

It’s got vampires, werewolves, ghosts, ghouls, zombies, centaurs, daemons, dragons, aerial warships, drop pods shaped like coffins, dark magic, various unusual technologies and dangerous weaponry. The vampires themselves prefer close combat despite having guns called Impalers that fire special stakes at high speeds :biggrin:

I suggest looking into it and if you do just make sure you get it the right language. When I first saw some this comic it was in French; but eventually I got my hands on the English version.

Here’s some artwork so you have an idea of what I’m talking about :victory:
 

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This is a little of topic, but you know there are vampire in the official cannon fluff right. They are supposed to be the souls of powerful psykers that have clawed there way from the immaterium intact back to there bodies or someone else. After the possession of the body it starts to decay because of the imbalance there warp presence causes in the body so they most keep draining life force from others to stop it from decaying. Also they mention zombies, but the are just the souls of lesser daemons the former psyker forces into dead bodies to serve as body guards (They apparently don't last long for the same reasons the vampires body decays.).
 

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This has been an interesting read. I can tell you`ve put a lot into this. I can see evidence of character development and influence from established mythology.

I know you don`t want criticism, frankly nobody really does, but reading this I do get the impression that you`re working off a specific idea that you`ve formed in your mind. I am much the same with my own works... My advice is to give it time, play out potential storylines in your head continuously and keep yourself open to new possibilities.

It`s worth it to take your time with these. My original plots and characters were so shallow and boring, and I can only see that after spending a year and a half developing them...

On the whole though, I congratulate you.

+rep:)
 

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Discussion Starter #13
thank you all for the posts. This really makes me happy:). But seriously, thanks. I'm still trying to do some stuff with those Dryders though...

If you don't like the Dryders or anything else then please criticize away, it makes the list better when people are telling me what's not working. I was doing some thinking on all this jazz and I'm realizing how long it's going to take to write up, so please bear with me.

Does anyone like the Dryder part? I personally like their animosity towards the harlies, but I can move that to the Vampyres if the Dryders don't make sense.
 

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Discussion Starter #15
So, were-wolves:
Fast Attack:
Were-wolves of Hala:
These lightning quick brutes are almost perpetually in a state of wolf, not man. They can sometimes transform back to man, but unlike other were-wolves only do so under drugs given to them by their vampyre lords, or when the moon is full. When the moon isn't full, they are in their wolf form. However, their wolf form is that of a beast walking on two hind legs, although they can still move as their ancestors did on all fours. For most, this seems like barbarism, and is looked down upon. Though they have a high distaste for what they perceive as other races' weaknesses of using technology, they will occasionally use it to make themselves stronger. Still, the use is rare, and most were-wolves use only the armor given to them by their lords as protection in battle. This armor contains a head piece, and a soulder pad; they will not tolerate any more signs of "enslavement" by their overlords.
WS BS S T I A W Sv Points squad size
5 0 5 4 5 2 1 4+ 20 5-10
Move as cavalry.

Fast Attack/Elites (not sure which yet, you tell me):
Temets of the Wolf:
These are the wolf-pack leaders of the were-wolves of Hala. They are more technically adept, although they still prefer to use their traditional wargear. Nevertheless, due to their high stature they will oftentimes go into war with their Vampyre lords' more advanced wargear, if only to better protect their clans' leaders. When attacking, they are ferocious, and will destroy any enemies of the pack. However, being so proud of their abilities, they will only lead other wolf-packs into battle and will never fight without their brothers. As such, they may only be taken if one other wolf-pack is chosen.
WS BS S T I A W Sv Points squad size
6 0 6 4 5 3 1 4+/6++ 30 3-10
Move as Cavalry, can only be taken is one other wolf-pack is taken, furious charge.

I'm still not done with the wargear, but once I am I will set it up with each unit through an edit, then most likely make all the edits composite in a latter post. The next post will be on the background of the army, again, most likely in pieces.
 

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Discussion Starter #16 (Edited)
Chief Technolotor Termos,

Pertaining to your question of the Vampyre technology, I have no answer yet, but I do have an answer to their history. It is as follows:

A long time ago, most think when the old ones went to war, the Old Ones created multiple races, the two most prominent were the Eldar and what came to be known as the Orcs. To combat this, the C'tan, their enemies, created the Necrons. A war in heaven was fought, and eventually the C'tan seemed to win. The final outcome, however the story is played out, was that the Old Ones no longer seem to be here, and that the C'tan are still in this Galaxy. But the question remains as to what other races were created in this struggle between Gods. Were the humans created out of this? Were the Tyranids? Perhaps all races were created from this struggle, though some didn't take part? No one knows the real answer, and speculation is rife. Whatever the outcome of that speculation, most believe that the Vampyres were created at this time. High Magos of Terra Frederico believes that they were created by the Old Ones, but no one knows for sure, save perhaps the high lord of the Vampyres himself, a being so old that it is supposed he was the first of his kind created. Like the Eldar, the life span of a Vampyre is measured in Millenia, and most believe that they have no natural ending to their lives. Like the humans though, their emotions are less volatile. However, due to their necromantic standing, most believe that they were created by the C'tan to fight the Old Ones. Again, this question must remain unanswered. Whatever the answer may be, whomever created them created a powerful race of beings indeed.

When the Vampyres first started to attack the human race is indeed unknown, although their initial fury was so great that they left no traces of life, and no survivors to report it. If any did survive, they were taken as slaves, and couldn't report the attacks. So it was that for millenia the Imperium of Man didn't even know of the existence of the Vampyres. While the Vampyres slowly attacked, and grew fat off the planets which they pillaged, they enslaved or allied with other races to make themselves stronger. Three such races were the Enslavers, the Were-Wolves of Hala, and the Dyders of the Webway. I shall start with the Enslavers, who eventually made a pact with them due to their dwindling numbers. It is believed that the Enslavers were about to be killed by the Eldar Harlequins when the Vampyres attacked and destroyed the raiding force that was the Harlequins. Serving as auxillary troops, they then had the upper-hand and the Enslavers were indebted to them. As the Enslavers couldn't drive them off, they decided to instead bow to the Vampyres and settle an agreement. The agreement was that the Vampyres would be able to come back to their world and requisition the use of the Enslavers in return for their semi-independence, although the Enslavers would remain dependant on Vampyre troops to guard them from future attack.

When the Vampyres met the Were-Wolves of Hala it was a different story. Dependant on blood, the Vampyres attacked this weaker civilization. The Wolves were not technologically adept, and when the Hunters (as the Wolves called the Vampyres at that time, and still do) attacked, the Wolves were taken by complete surprise. The Lord Devlish himself led the attack and drained the startled Wolves of most of their energy in frentic attacks. After only two months the Lord sat at the throne of the Grand Temet of Hala, and with the Wolf-Lord Tamur bowing at his feet, told him that the Wolves of Hala would serve the Vampyres for all eternity. Their men and women would be his slaves and their best soldiers would fight for the lord himself if he so requisitioned them. The Wolves had no choice but to agree, although they secretly plot to one day kill Devlish and unleash themselves from this bond. Still, the Vampyre lords are not as harsh of masters as some would assume, allowing the Wolves to breed and take hearth on their own. The Vampyres do understand the Wolves' chance of rebellion is slim due to their lack or technology, and so allow some to live in their own homes on Hala, independant of the Vampyres. This is only because the Wolves do not have any space-going ships and the Vampyres maintain three Tomb-Ships in orbit about Hala at all times. If the Wolves were to try a mutiny they would die in horribly orbital blasts and see their home-world destroyed quicker then they would be able to secure it's defenses, or so the Vampyres hope...

Dryders were another race that the Vampyres saves from the Harlequins, in their early excursions into the Webway. Little is known of this race other than their perverse practices of worship, and more is to be said of them when more information is known. Suffice it to say that for now we only know that they have arcane technology given to them by their God, and that they are enemies or all Harlequins. Their form is that of a half vampyre and half spider, and their Queen is given the title of Lord of Worship. Is is that this race is perhaps tied to the Vampyres? Such information is not given to me yet by the Omnissiah, but were that I knew. Whispers have been given by some here that the Void Dragon knows of this, but I know not who the "Void Dragon" is, and so cannot answer.

Your Humble Servant,
Chief Arbiter Julius

*Chief Arbiter Julius Terminated 789.41 for his inability to answer the question at hand. Arbiter Snyder sent to replace him. Message on technology to come in the following 7 days.
 

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Discussion Starter #17
Lord Magos:

With respect to your questions about the technology of the vampyres, here are the data which I have corrected:

Laser blasters, strong weapons which are used by most vampyres, use technology similar to the lasguns which we use, but are more powerful. Their strength of blast seems to be on the level of our space marines' bolters. However, these lasguns seem to have a higher penetrating power, and are able to penetrate even our carapace armor with ease.
Game Profile: Str. AP Range Type
4 4 24" assault 1

The "Greater LasBlaster" is a weapon used by the Vampyres and their slaves in cases where a tank is needed to be blasted to bits. It is a huge variant of the smaller laser blaster, and is so big that is can only be carried on the bigger of their warriors. Greater Vampyres carry it, and smaller individuals have to break it into two smaller units which can be carried by the individuals.
Game Profile: Str AP Range Type
9 1 24" heavy 1
Only The Old Ones (to be created soon) can use this on a single model; other units need to split this huge variant into smaller, more carryable sizes which means that two models must carry it and use it.

Casket-blasters
These weapons are usually found in the bigger Vampyres, those called by our imperium "Greater Vampyres" or by the Vamypres themselves "The Old Ones". These huge individuals are the only ones strong enough to carry these weapons, and usually include at least one of them in their squads. They seem to be a man-sized gun which looks like a casket, but shoots a projectile that seems to be a skull towards a unit. This projectile then scatters ooze upon everything in it's blast radius, and the ooze destroys most everything under it. Tests are being conducted to see what this ooze is.
Str AP Range Type
5 3 30" Heavy 1, small blast

Tomb-Casters
These large weapons are another abomination to the Omnissiah, and take the appearance of a large black box from which emenates a projectile that destroys tanks and heavy infantry whole. It can also emanate a larger projectile which then lights on fire and explodes on contact. This larger projectile grows in size by some dark magic that is unknown and destroys squads of troops whole!
Strength AP Range Type
8 2 48" Heavy 1
Larger Projectile:
3 5 36" Heavy 1; Large Blast

You Humble Servant,
Magos Snyder
 

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i love the army so far, i know im a month late, but i had an idea forming as i read everthing. i was thinking the your god (the one the spiders worship) could be a demigod between the current blood god (khorne) and the god of change (whos name currently escapes me). the always recruting new member, he will take any willing soul. vampires can be ex members of blood angels and their decendents. this new god takes them at their weakest, and rather than having their minds crave blood, their bodys now require it due to his dark changes. the werewolfs can have a similar story to this, only coming from the space wolfs (perhaps posessed by daemons?)
the flesh golems might be SMs who have gone through farther growth augmentation and no longer fit in their armor. steel golems could be dreadnaughts with machine spirits? (i forget their stats, but if there slow i feel this would be a good fit). also, this would allow you to field lesser deamons (call them your imps or goblins) but maybe this god isnt powerfull enough to have many champions or greater deamons, idk
just offering input, if you dont like them, or just like yours better im not offended at all, im new to 40k so dont know much fluff
but... well, cheers lol

-EDIT-
maybe the spacewolfs wolfs rather than the SMs?
 

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@frederick: to correct some of your misconceptions in the fluff. the c'tan did not 'create' the necrons per sey- they tricked the necrontyr into becoming the necrons. then they lead the necrons against the old ones. the c'tan were the aggressors, not the old ones. the oldies made LOTS of highly-psychic races to help them, the c;tan only ever had the necrons (only ever needed them as well) then the amount of psychic power going around turned the benevolent warp entities ravenous and evil, and they burst into reality as the Enslavers. the Enslavers mind-controlled lots of people and the Young Races were torn apart with in fighting. the eldar hid in the webway and the orks are awesome so they survived. i imagine the rest either went extinct or survived in small numbers. the iorony is that with all the super-psykers gone, the enslavers lost their source of power and returned to the warp. @saltinerunner: i like fredericks ideas better. they are less dependent on existing ideas and although yours are cool, someone else is doing stuff like that.
 
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