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  • File : 1306670240.jpg-(4 KB, 188x183, Enshroudedbadge.jpg)
    4 KB The Enshrouded - Thread 2 SC Guy 05/29/11(Sun)07:57 No.15091388  
    Okay, last thread hit autosage so we'll continue here.

    http://1d4chan.org/wiki/The_Enshrouded

    We've finished the Hollow Wracks and Haemonculi, we're moving to a different faction now.

    Also, if someone could draw up a nicer version of pic related I'd be much obliged.
    >> Anonymous 05/29/11(Sun)08:00 No.15091406
    Referring back to your crunch for the hollow Haemonculi... you forgot SaP and Stubborn
    >> Technomancer 05/29/11(Sun)08:00 No.15091407
    Okay, now we've got:
    -the Elightened
    -the Mandrake-aboos
    -the portal dudes
    -the Nid-aboos.
    >> Anonymous 05/29/11(Sun)08:01 No.15091412
    >>15091407

    dont forget the red slivers
    >> SC Guy 05/29/11(Sun)08:02 No.15091421
    >>15091406

    Whoops. I'll add that now...In fact, I think I'l add the Hollow Crunch and pics to the wiki right now.
    >> Technomancer 05/29/11(Sun)08:06 No.15091439
    Is it just me, or does this badge look like Malal's symbol?

    If I can come up with something better, can I recycle this badge for my mandrake coven?
    >> Anonymous 05/29/11(Sun)08:07 No.15091444
    So Techno... seeing as you're here we should focus on the drake coven.

    What ideas do you have for them? How do you imagine they look?

    You suggested hints of Malalite themes... would that entail an army that's highly effective against daemons?

    And regarding Mandrakes... they're generally stealthy, all have invulnerable saves.. can move through cover, and have that baleblast thing.

    That's some basic elements to work with
    >> Anonymous 05/29/11(Sun)08:09 No.15091453
    I am going to colour the haemoculus picture that I posted in the last thread, what coulour sceme should I use?
    >> Anonymous 05/29/11(Sun)08:11 No.15091458
    >>15091453

    Brown, grey.. black

    Dark drabby dusty colours. Hollows dont go much for aesthetics
    >> Technomancer 05/29/11(Sun)08:17 No.15091483
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    >>15091444
    As I said, I don't know shit about homemade rules, so i'll rather focus on the fluff/aspect.

    Honestly, I was seeing something a bit more primitive-looking, where the mutations and body mods would look more magical. More like chaos mutations, less like grafts and 'roids. So, basically, pseudo-voodoo references (unless we keep that for the Enlightened, I'll come back to it later) or maybe more eastern-inspired. I always saw Kheradruakh as a dark eldar version of Siva-Rudra, perhaps we can expand upon that. Also, glowing chaos runes (like alchemic sigils) engraved in pieces of machinery and all.

    and maybe, MAYBE pic related, to make it a bit more lovecraftian.
    >> Anonymous 05/29/11(Sun)08:19 No.15091490
    >>15091483

    Voodoo eldar? Sounds neat...

    The Enlightened I'm imagining are pretty much gonna end up as Dark Farseers

    In fact we may as well call their Haemunculi that... Dark Seers
    >> Technomancer 05/29/11(Sun)08:24 No.15091515
    >>15091490
    Voodoo stuff would be more relevant for the Enlightened (except skulls and bones bling bling, I'd rather keep that for the mandrakes)

    African voodoo fetishes (bocios) always feature weird symbolic difformities, are very often bound up in ropes and chains, with metal "keys" embedded in them (rather than actual nails) to seal a spell. That would fit the Enlightened far more.
    >> SC Guy 05/29/11(Sun)08:35 No.15091561
    Okay, put the crunch up right now. Nothing fancy, as I'm a little too busy to format it properly, I'll fix that tonight. On that note can someone put a bit up on the Hollow section, just detailing the differences of the Hollow Haemonculi and such?

    >>15091439

    Go for it.
    >> Anonymous 05/29/11(Sun)08:56 No.15091649
    >>15091561

    What, do you mean like elaborate more on their fluff?

    I was going to get around to that... I kinda just clacked out most of what you wrote with little thought put into it

    I'd still like to know if we're gonna have a name for whatever realm our factions cogregate in

    >>15091515

    Regarding your mandrake coven, what exactly are the Haemonculi trying to achieve by studying them? I know you want the mandrakes to be working towards some kind of ritual reminiscient of the one Kheradruakh is attempting (which is what earned them his ire in the first place and forced them into hiding and cooperating with others). But what exactly are the haemonculi getting out of all of this? You agreed that mandrake/grotesque wracks would be good... but the way you describe it haemonculus mandrakes wouldnt work would they?

    also, as to why the mandrakes would accept being experimented on and transformed into hybrid wracks... I think it's pretty obvious the advantages this incurs.

    Even gameplay wise it's obvious how useful altered physique would be for mandrakes
    >> Anonymous 05/29/11(Sun)09:18 No.15091659
    >>15091649

    Meant to word that as mandrake wrack/grotesques seem to work with the way you imagine these guys being allied... but Haemonculus mandrakes wouldnt make much sense if you want the two parties to be manipulating each other
    >> SC Guy 05/29/11(Sun)09:18 No.15091664
    >>15091649

    The realm is a webway pocket of their own creation, they run a massive facility called The Ark. The enterance is guarded by huge flesh-beasts, think The Black Gate from LOTR.
    >> Anonymous 05/29/11(Sun)09:19 No.15091673
    Do they use anal tenticle rape as a form of torture? Think of all the life force they would get from that!
    >> Technomancer 05/29/11(Sun)09:19 No.15091674
    >>15091649
    yeah, no mandrakes turned haemonculi, but haemonucli altering themselves with mandrake anatomy and magic. It's simply a whole new field of experience, a new artistic medium that hasn't been really used by other covens.

    there wouldn't be that many modified mandrakes, more like modified wracks/grotesques, that is more coherent with the "rampant corruption" feeling I'm trying to suggest.

    But I agree: we need to come up with a more defined project for the coven itself. I don't know, maybe a grandiose piece of perforative art that they're planning to achieve and that the mandrakes want to hijack for their ritual. Like in that comics by Enki Bilal, where future-Warhol performs Absolute Evil Art, his last artwork being a cloud of pure death that exterminated a whole country.
    >> Technomancer 05/29/11(Sun)09:21 No.15091706
    >>15091664
    hey, maybe they used the mandrakes' magic to create this safe pocket-dimension.
    >> SC Guy 05/29/11(Sun)09:23 No.15091710
    >>15091706

    Well...Why, when the Dark Eldar in general already have the tech for it?
    >> Technomancer 05/29/11(Sun)09:27 No.15091720
    >>15091710
    Because obviously, that never protected them from getting their ass kicked by Vect.
    I doubt that Vect himself really knows what's up with the mandrakes.
    >> Technomancer 05/29/11(Sun)09:30 No.15091743
    >>15091720
    to make myself more clear: obviously, Vect can perfectly locate you and dick around with your webway-technology if you're using the regular one, but maybe not if you're using the same one that mandrakes use (which would mean that it's directly linked with "maybe-Malal"'s realm, thus safer if you want to run psychic experiments, because good ol' "maybe-Malal" is secretly watching over you)
    >> SC Guy 05/29/11(Sun)09:37 No.15091796
    >>15091743

    It's a thought, I suppose. We'll want to garner more opinions before deciding something like that, though.
    >> Anonymous 05/29/11(Sun)09:39 No.15091810
    >>15091743

    considering we have a kabal already devoted to webway portal technology and the construction of new realms in the webway... perhaps we can work this out in such a way as to maintain the group dependence

    The way I'm seeing it... The Ark is a product of the efforts of both the Portal coven and the Mandrake coven working together, using aritifice and inter-dimensional ritual to create a hidden realm that is half in the deepest bowels of the webway and half in the shadowy half-realms of the mandrakes (with secret, hidden portals to the dark city of course)

    How does that sound? That way there's some semblance of power balance
    >> Anonymous 05/29/11(Sun)09:42 No.15091826
    >>15091810

    >kabal

    COVEN

    Dammit I did it again
    >> SC Guy 05/29/11(Sun)09:43 No.15091829
    >>15091810

    That works for me.
    >> Technomancer 05/29/11(Sun)09:46 No.15091844
    >>15091810
    right.
    >> Anonymous 05/29/11(Sun)09:49 No.15091862
    >>15091829

    Also, while we're on the subject of the benefits each coven offers to each other... I was thinking that, regarding the Hollows, that they take care of the matters of regeneration for practically no cost at all.

    My original idea for them was to essentially be The Dustmen but IN SPACE... so having them tending to the dead makes sense.

    I figure that they'd be willing to bring people back to their 'false life' in the hopes that they'll one day see the truth of their meaningless state of being and join the hollows that they might transcend themselves

    How does that sound? They're obviously a pseudo religious cult, but that's the idea
    >> SC Guy 05/29/11(Sun)09:53 No.15091891
    >>15091862

    Eerie, cultish and helpful to The Enshrouded as a whole. I like it.
    >> Anonymous 05/29/11(Sun)09:59 No.15091932
    >>15091844
    >>15091829

    Alright so perhaps the Enshrouded literally began with perhaps just these two covens working together, and while the Ark took form they encountered another fugitive coven and decided that founding an organization devoted to the mutual benefit of individual parties would be better for their survival in the long run

    I suppose the third one to get involved would be the Red Slivers... and I suppose they'd be the ones involved in contacting prospective covens that may seek to join.

    >>15091674

    I have no idea what this Enki thing is but it sounds neat.

    what I imagine as you describe that is the mirror trap room from Silent Hill 3 (if you recall it). Perhaps the piece of artwork they're working on is a portrait of Commorragh itself but as the mandrakes desire it to be. And once 'the art' is complete then Commorragh will be transformed into it

    Or something... one of the reasons I like the Dark Eldar faction so much is that you really can have all kinds of zany, over the top, seemingly imbalanced factions that nevertheless remain balanced because They dont have any real interest in the other factions beyond raiding them for slaves and spoils.

    You just have so much elbow room with these guys
    >> Indonesian Gentleman 05/29/11(Sun)10:07 No.15091973
    Hey guys, would your DE faction like to trade with some Orks? I've got an Ork waaagh who lives in this hive world, and they're willing to trade bitz for some hivers who didn't pay their 'protection money'. AKA Do you guys need slaves from mafiorks?
    >> Anonymous 05/29/11(Sun)10:10 No.15091993
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    Finally!
    With all the interuptions It is a wonder that I was able to finish this at all.
    >> Technomancer 05/29/11(Sun)10:11 No.15091999
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    >>15091932
    Enki Bilal is a French comics writer, he comes from dunno which shitty eastern europe country and tends to whine about it a lot, but he also draws inspiration from it to draw extra-grimdark sci-fi surrealistic stuff. He's one of the guys who inspired Nihei whom I mentioned in the first thread.

    I don't think that we need to specify the nature of the artwork itself. Just as in this comic (le sommeil du monstre, IIRC) it's simply a pre concentrate of evil. The thing is that in the comics it makes it nearly lovecraftian, like the Colour out of Space, but dark eldars actually have the psychic technology to produce this thing (except that it might actually end up with them summoning Malal into the webway) so I think that the portrait of Commorragh or other ideas would just be parts of the ritual, or early attempts.

    there, managed to find a tiny picture of the Absolute Evil Art.
    >> Anonymous 05/29/11(Sun)10:11 No.15092002
    >>15091973

    I'm sure ANY Dark Eldar faction would be willing to accept slaves in exchange for shiny pieces junk

    Captcha : ment datsir

    Good god Captcha has caught the green
    Of our factions.. I suppose the Red Slivers might take an interest in you...

    that is, perhaps they might infect one of the Godbosses, and then use him to facilitate the infecting of slaves being transported to other covens and kabals and effect the infestation of their chief household

    That sounds about right...

    Also, a Coven focused around Orks might work eventually
    >> Anonymous 05/29/11(Sun)10:13 No.15092012
    >>15091993

    Lovely!, he looks like he's just been carving up some corpses in a mortuary
    >> Technomancer 05/29/11(Sun)10:20 No.15092048
    can we have one of the haemonculi of dunno which coven look like Baron Harkonnen?
    >> Anonymous 05/29/11(Sun)10:23 No.15092060
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    >>15092048

    Yes, I think we can.
    But I don't really know wich coven he would fit in. Certainly not the Hollows, if we are intending to give him the Baron's personality.
    >> Technomancer 05/29/11(Sun)10:26 No.15092074
    >>15092060
    the Enlightened, then?

    huge bloated dude covered in straps and big nails and vials, hovering above the ground in a glorified straightjacket while laughing frantically.
    >> Anonymous 05/29/11(Sun)10:33 No.15092117
    >>15092074

    That sounds....quite fitting actually.
    I like the whole idea of the Enshrouded, because of all these covens, with almost oposite ideologies are forced to work together, to keep their twisted research hidden. Their internal strifes must be quite hard to contain.

    How is the Enshrouded governed by the way?
    Is there like a counsil of the high ranking members of the covens, that make descisions?f
    >> Anonymous 05/29/11(Sun)10:34 No.15092121
    >>15092074

    Possibly... but I guess it depends on what we do with the other covens eh?

    If he was with the Poral coven then perhaps he uses a personal teleporter to move him wherever he needs to go, offsetting his morbid obesity.

    A huge fat red sliver could potentially be a hive for the parasites, able to produce them from his innards at whim (how do the red slivers produce these things again? I forget..)

    Probably wouldnt work with the nid ones....

    An Enlightened haemonculus would levitate himself with his psychic powers and be a power mad sorceror hungry for more knowledge

    and the mandrake coven? It's be certainly funny to have a flying fat dude in what would likely be a stealth focused army... but I dont think so.

    that's the way I see it... thoughts?
    >> SC Guy 05/29/11(Sun)10:41 No.15092159
    >>15092121

    I kinda love the idea of the Red Sliver one. A large incubator for the things.
    >> Technomancer 05/29/11(Sun)10:53 No.15092237
    >>15092159
    That's what I mentioned three times in the previous thread and based my concept drawing on.
    >> SC Guy 05/29/11(Sun)10:55 No.15092256
    >>15092237

    And your drawing was thin and emaciated.
    >> Anonymous 05/29/11(Sun)10:58 No.15092282
    I vote that Techno draws what he likes and we fluff the character accordingly after the fact

    although if he was to be a red slivers guy... vomiting up parasites...

    Baron Hurk!onnen?
    >> Technomancer 05/29/11(Sun)11:01 No.15092309
    >>15092256
    not really, fat swollen belly. Not as much as the baron, but still. And he was litterally shitting worms.
    >>15092282
    starting.
    >> SC Guy 05/29/11(Sun)11:17 No.15092460
    >>15092282

    Fair enough.

    I'm gonna put down some random brainstorm rules for Red Sliver hosts, don't mind me.

    Human Host-pack

    4pts/model

    Unit composition 10-50

    WS2 BS2 S3 T3 W1 I3 A1 Ld8

    Wargear: Hand Weapon, Laspistol, Gnarlskin

    Options:

    -The squad can take one of the following Infestation Circumstances:
    Unexpected Infestation (Scout, weapons are pinning the first time they're fired): +1pt/model
    Military Infestation (Flak Armour, lasgun, WS3 BS3): +2pts/model
    Old Infestation (S4 T4): +3pts/model

    Special Rules: Night Vision, Fearless,
    >> Technomancer 05/29/11(Sun)11:21 No.15092501
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    first, a badge for the Enshrouded (a bit complex, though.
    >> Anonymous 05/29/11(Sun)11:26 No.15092541
    >>15092501

    what is it exactly?

    It's pretty... but I'm not getting what it's supposed to be
    >> Anonymous 05/29/11(Sun)11:27 No.15092551
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    >>15091993
    That face seems odly familiar...
    >> Technomancer 05/29/11(Sun)11:33 No.15092593
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    >>15092541
    >> Anonymous 05/29/11(Sun)11:42 No.15092649
    >>15092460

    Hey SC guy.. I can see you're working out your own way to handle 'infestation rules' and the like in the way of buffs.

    I was trying to ponder this myself... perhaps representing infestations as chances to effect the redeployment of enemy forces before the game starts... or even adding a random buff to a unit (but as I thought more on that I realised that it was just combat drugs of a different name)

    An idea I had just now, that can work in tandem to any buffing infestation effects you're working on... is a reversal of the pain token system.

    Rather than gaining pain tokens yourself to get stronger... perhaps invoke a system whereby you inflict 'infestant tokens' on enemy units, that gradually weaken them more and more.

    You could even have a special Cronos variant that throws out multiple infestant tokens to nearby enemy units

    How does that sound for a gimmick?
    >> Anonymous 05/29/11(Sun)11:43 No.15092660
    >>15092593

    a guy in a hood making a peace symbol?
    >> Anonymous 05/29/11(Sun)11:43 No.15092663
    >>15092501
    I appriciate the irony of an overly complex symbol.
    >> Technomancer 05/29/11(Sun)11:45 No.15092677
    >>15092660
    not a peace symbol, you twat.
    >>15092663
    it is not ironic
    >> Anonymous 05/29/11(Sun)11:47 No.15092685
    >>15092677

    I'm sorry that I'm not getting it... can you please just spell it out for me?

    Let's just assume that I'm a complete idiot ok?
    >> SC Guy 05/29/11(Sun)11:51 No.15092709
    >>15092649

    I quite like that actually. The only thing would be, how to handle Infestation? Since infection is practically instantaneous it'd have to represent the efforts of the worms to burrow through armour and such.
    >> Technomancer 05/29/11(Sun)11:53 No.15092726
    >>15092685
    It's an enshrouded guy
    making a weird sign with his hand
    that's all.

    gotta bail out for an hour or so. Maybe less.
    >> Anonymous 05/29/11(Sun)12:02 No.15092786
    >>15092709

    Yeah that'll be the toughest thing to nut out... how exactly these things get passed around.

    One fun suggestion is a reversal of the typical purpose haemonculi serve in armies... perhaps your own red sliver haemonculi can purchase an upgrade that automatically infects an enemy IC with an infestant token eh? Which would go on to affect any unit he is with..

    And this could potentially force the opponent to eject the IC from the unit if he values it over the character, offering up a juicy character left out in the open.

    Anyway, I'll leave nutting out more of the specifics of this mechanic to you... as I'm gonna bail for the purpose of sleep
    >> Anonymous 05/29/11(Sun)12:07 No.15092815
    >>15092786

    or hey, why dont they just take a toughness test?

    you could then focus some red slivers wargear around lowering a foe's toughness temporarily... or something

    Anyway, good luck
    >> SC Guy 05/29/11(Sun)12:24 No.15092938
    >>15092786
    >>15092815

    Infestation Tokens represent the efforts of swarms of parasites to take over the unit. When a unit takes an unsaved wound from a weapon with the Infestor special rule they start taking Toughness tests at the beginning of each of their turns. Failure results in the unit receiving a token.

    1 token: Attention - The squad is being stalked by a relentless group of parasites. Weapons with the Infestor rule wound on a roll of one less than usual (i.e. A S4 Infestor weapon rolling against T4 would wound on a 3+, and so forth)

    2 tokens: Assailed - Encouraged by their victim's wavering resolve the parasites become bolder. Roll a D6 whenever you try to move the squad. On a 1-3 they count as moving through difficult terrain as the worms attack.

    3 tokens: Overwhelmed - The squad are being slowly but surely bested by their insidious attackers, and must devote considerable effort to resisting them. They suffer -1 to their WS, BS and -2 to their I.

    4 tokens: Infected - The parasites have taken control of their targets, reducing them to slave-hosts. The squad immediately comes under the control of the player whose Infestor weapon started the tests and all effects caused by the preceding tokens are removed. However their behaviour and training has been rendered irrelevent, and so they lose all Universal Special rules they may have and gain Night Vision and Fearless.
    >> Anonymous 05/29/11(Sun)12:51 No.15093169
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    >>15092938

    Fucking mindworms!
    >> Anonymous 05/29/11(Sun)13:16 No.15093399
    Thread archived.

    http://suptg.thisisnotatrueending.com/archive/15091388/

    Well done brothers, keep it up!
    >> SC Guy 05/29/11(Sun)13:47 No.15093574
    INFESTOR WEAPONRY

    Parasite Vomit

    Range: Template, S4, AP5, Assault 1, Infestor

    Sacrolith Thrallmaker

    Range: Template, S4, APD6, Assault 1, Infestor

    Place the template anywhere within 12" so the narrow end is not further away from the barrel than the wide end.

    Sacrolith Doomsday Cascade

    Range: Template, S4, APD6, Assault 7, Infestor

    Place the template anywhere within 12" so the narrow end is not further away from the barrel than the wide end. The model bearing the Thrallmaker is destroyed once the Doomsday Cascade is used.

    (Note the Sacrolith Thrallmaker and Doomsday Cascade is mounted on a Cronos variant which I haven't made yet.)
    >> SC Guy 05/29/11(Sun)13:55 No.15093644
    >>15093574

    Gah. The cascade isn't meant to be APD6, it's AP5.
    >> Anonymous 05/29/11(Sun)14:31 No.15093933
    I have this idea for a unit for the Red Slivers.

    The Parasite Engine.
    It is basically a modified Talos, that instead of all the torturing instruments, harbors a massive gestation sack for the parasites. It uses its numerous pandages to hold the victim still, while it implants the parasite to the victims spine via its modified tail.

    The unit would be purely melee focused, that would convert all units it manages to wound/kill to parasite hosts.

    I have this image in my head of giant floating insectoid looking thing, that is herding a horde of mindles infected.
    >> SC Guy 05/29/11(Sun)14:48 No.15094077
    >>15093933

    Well it couldn't be called the Parasite Engine since that's already the name of the Cronos, but I like it. How about something like...

    Tyros Harvest Engine

    WS5
    BS3
    S7
    T7
    W3
    I4
    A4
    Ld10
    Sv3+

    Unit Type: Monstrous Creature

    Wargear: Harvester Node, Armoured Carapace

    Special Rules: Night Vision, Power from Pain, Fearless, Move Through Cover

    Harvester Node: Ichor Injector. Any model of Toughness 4 or less killed by the Tyros Harvester Enjine is implanted, adding a model to a Host-pack within 12". If no Host Pack is within range a new pack is created within 12".


    Also, a possible addition to the Infestation Token idea.

    "If an Infested model boards a transport, the infection immediately applies to the transport too. However, due to the confined spaces and crew preoccupation the tests for the transport is made at Toughness 2. If a transport accrues 4 Infestation tokens it immediately suffers a Destroyed - Wrecked result as the newly implanted crew sabotage their vehicle."

    This adds an extra stigma to infested targets, basically stopping them from getting in a transport if they know what's good for them.
    >> Anonymous 05/29/11(Sun)14:59 No.15094165
    we need a name for the portal coven

    Web Weavers?
    >> Anonymous 05/29/11(Sun)15:01 No.15094187
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    >>15094077

    Ah, dam!
    I knew the name sounded familiar!

    Here is what I pictured it looking like.
    >> SC Guy 05/29/11(Sun)15:02 No.15094199
    >>15094165

    Aperture Science.

    >>15094187

    Oh goodness yes, I love it.
    >> Anonymous 05/29/11(Sun)15:03 No.15094216
    the wiki needs to be updated with the Devouring Maw
    >> SC Guy 05/29/11(Sun)15:17 No.15094363
    >>15094165

    In all seriousness, how about "The Castellans" or something, to represent their implied guardianship/protection of the webway.
    >> SC Guy 05/29/11(Sun)15:20 No.15094398
    >>15094216

    I probably won't do it, I don't have a good enough grip of them.
    >> Anonymous 05/29/11(Sun)15:25 No.15094421
    >>15094363
    that works, though it seems like that would just be one of many front groups for them
    >> Anonymous 05/29/11(Sun)15:27 No.15094453
    >>15094363

    Holders of the Key? The Waykeepers?
    >> Anonymous 05/29/11(Sun)15:30 No.15094502
    How would the other covens use Talos and Cronos engines? Would they have modified ones, or just go with the vanilla ones?

    I have few vague ideas for modified Pain engines:

    A Psy engine for the Enlightened. A modified Talos, that unleashes psyschic torment on its target. Mind invasive horrors that ruin the morale of the target scuad, and maybe even some sort of blast of pure agony, feeded straight to the mind of the victim. I am imagining it looking like some sort of floating brain thingy, with segmented plates, spikes, and psy channeling equipment. Its limbs would be quite frail, as it doesn't need to physically move or grab objects, when it can do that with the power of it's mind. Somewhat like the advisors from Half Life 2.

    The portal engine, could be just a weaker talos engine with the ability to teleport around the battlefield, and maybe even fling its opponents to other location trough the webway. Would avoid direct combat, instead popping out of the web way just to relocate enemy units, as it sees fit.

    The Hollows could be using a modified cronos, that istead of sucking the essense of its victims, it projects a null zone around itself, that wrecks the morale of the enemy units within it.
    >> SC Guy 05/29/11(Sun)15:50 No.15094666
    >>15094453

    I'd say just "The Keepers", gives them more mystique.

    >>15094502

    I like these, especailly the idea for the psy-engine.
    >> Technomancer 05/29/11(Sun)16:01 No.15094725
         File1306699260.jpg-(498 KB, 1500x1500, TaLOS d.jpg)
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    okay, this is your Talos from the Keepers coven.

    I call it, TaLOS.
    >> Anonymous 05/29/11(Sun)16:11 No.15094813
    >>15094187

    Coloured version.
    Tried to give it some of that colouring that can be seen in all those parasitic wasps. Basically, yellow stripes, and black.
    >> Anonymous 05/29/11(Sun)16:13 No.15094832
         File1306699996.jpg-(124 KB, 1024x768, Harvest engine.jpg)
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    >>15094813

    Dam, I forgot the bloody Image!
    >> Anonymous 05/29/11(Sun)16:13 No.15094839
    bump, niggers
    >> Technomancer 05/29/11(Sun)16:15 No.15094849
    >>15094832
    Okay, too close to the regular Talos in my opinion.

    gonna try this one.
    >> Anonymous 05/29/11(Sun)16:27 No.15094952
    bump you bunch of dicks
    >> Anonymous 05/29/11(Sun)16:29 No.15094965
    >>15094849

    Remember to ad the bloated gestation sack.
    It isn't very apparent in my picture.
    >> Technomancer 05/29/11(Sun)16:31 No.15094978
    >>15094965
    Don't worry, I know exactly how to re-combine the elements of the Talos kit to create a big nasty wasp.
    >> Anonymous 05/29/11(Sun)17:40 No.15095262
    The Devouring Maw was once a prosperous and prominent coven that commanded respect and envy alike due to their pioneering the study of tyranids. They experienced much progress in their early history, including the successful cloning of lesser tyranid species, disconected from the hivemind of coure, that would then be sold to coliseums to use as fodder for battles or to Kabalites looking for an exotic pet.

    However as the centuries wore on they began to delve deeper into the mysterious of tyranid biology that would lead to their fall from power. They saw in the tyranids a way to transcend the limitations of their forms and wretch themselves free of the hunger of Slaanesh. In their eager haste with splicing Dark Eldar and Tyranid together they started to disregard safety protocols in favor an ever more rapid pace of progress. Their sizeable brood of enslaved tyranids and tyranid-hybrid wracks somehow reconnected to the Hivemind, leading to the beasts outbreak into the streets of Commorragh.

    Such an event would have been easily ignored had they rogue monstrosities not managed to actually guide a sliver of a Hive Fleet into the webway homing on the Dark Capital. This is one of the few times in the history of Commorragh that it was actually placed in danger, requiring the mobilization of hundreds of Kabals, Covens, and Cults alike to neutralize the threat.

    After beating back the hive-fleet, the populace turned their fury to the Devouring Maw Coven and almost came close to erradicating them, reducing them to a meager fraction of their power and forcing them into hiding. Not content to give up their work, the survivors soon came into contact with the Enshrouded where they could continue their work in secrecy.
    >> Anonymous 05/29/11(Sun)17:54 No.15095327
    >>15095262

    That is pretty awesome fluff!
    Hopefully you got more.
    >> Anonymous 05/29/11(Sun)18:04 No.15095357
    >>15095262
    Like other covens of the Enshrouded, the Devouring Maw operates though countless front organizations and worming their way into positions in mainstream Dark Eldar society. For those that are aware of their existance, it is rumored that they have actually managed to create a hivemind for themselves and that most of the upper echelons of the group are really a blended gestalt entity feigning individuality. Unfotunately there isn't any way to prove that the case which works to great effect for them.

    In battle the Devouring Maw fields a bizarre mix of dark eldar technology and biotech derived from tyranids, if not tyranids slaved to their hivemind or grotesque hybrids themselves. The coven has yet to actually field their forces against tyranid forces as they do not believe themselves strong enough to hold up to psychic tug-of-war that would ensue. Fortunately thanks to cooperation from the Hollows, they do have fail-safe devices designed to shield noise in the link.
    >> Anonymous 05/29/11(Sun)18:15 No.15095390
         File1306707358.png-(27 KB, 1000x1000, tg_enshrouded.png)
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    >>15091388
    here you go, highres and transparency.
    >> Technomancer 05/29/11(Sun)18:19 No.15095403
         File1306707570.jpg-(665 KB, 1300x1780, wasp tyros.jpg)
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    there, the Tyros.

    the sting is one of the heads of the Chronos, the head is one of the arms of the Talos, the body is the basin, and the abdomen is the torso.

    The arms are manipulator arms, the exhausts are those of the Chronos.

    Requires some green stuff, or some Plague Drones bitz if you're lazy.
    >> Technomancer 05/29/11(Sun)18:27 No.15095442
    >>15095390
    so you don't like my version?
    >> Technomancer 05/29/11(Sun)18:45 No.15095527
    Bump.

    the fluff of the Devouring Maw sounds cool. Too bad the badge of the Thirteen Scars already exists, it would have fit them perfectly.
    >> Anonymous 05/29/11(Sun)19:09 No.15095776
    >>15095527
    could we get some art of a grotesque-nid hybrid? Cause that'd be fucking awesome.
    >> Technomancer 05/29/11(Sun)19:11 No.15095794
    >>15095776
    a minute, please.

    Don't expect bionics, though.
    >> Anonymous 05/29/11(Sun)19:12 No.15095804
    >>15095794
    just do whatever you want, cause i'm damn sure whatever you do will turn out awesome
    >> Anonymous 05/29/11(Sun)19:28 No.15095939
    >>15095442
    OP asked for a nicer version of his image, I provided one. Didn't read the thread until after I had done it. Yours is interesting, though it might be a bit overly complex. I have no strong feelings one way or the other, just wanted to oblige the OP, original content creation should be supported and aided if possible.
    >> Anonymous 05/29/11(Sun)20:38 No.15096615
    >>15092938

    Just got back from dreamland, and I like how you've handled this in general, except for the 4th stage of infection.

    Taking control of the opponents unit for the rest of the battle is pretty bloody crazy, getting an extra unit and denying one to your opponent. It brings up all kinds of questions concerning ICs and such that I'd rrather avoid...

    Why not just make it so the whole unit automatically takes a wound with no saves... or is simply removed from the tabletop as the parasites consume them?

    Also should probably include a rule that allows the enemy to overcome them. Like maybe 2 or three 3 successful toughness saves and the unit is free from any further infestant tokens... but still contends with the weaknesses they've already got.

    >>15094502

    We already talked about teleporting Talos' in the previous thread and agreed that it's likely where the portal coven would go.

    Their wracks would most likely end up as jump infantry ala Grey Knight interceptors too.

    The Psy engine is interesting, but of course we still haven't decided on a playstyle for the Enlightened

    The Hollows dont use Talos' or Cronos engines or even Grotesques. They're a smaller coven that rely entirely on the manpower of their Wracks.
    >> Technomancer 05/29/11(Sun)20:50 No.15096712
         File1306716616.jpg-(700 KB, 1300x1380, gros nide.jpg)
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    Plop
    >> Anonymous 05/29/11(Sun)20:53 No.15096738
    >>15096712
    I LOVE YOU
    >> Anonymous 05/29/11(Sun)20:53 No.15096741
    >>15096712

    that is amazingly awesome, I wish I knew more about nid rulings so I could suggest ideas for these guys.

    Speaking of which... I'm supposing that the Devouring Maw is on rather thin ice around the Ark.

    The prospect of them screwing up again and inviting a hive fleet into the realm would likely mean that the other covens keep a close watch on them no?
    >> Technomancer 05/29/11(Sun)20:54 No.15096760
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    Uh, I know that, at this stage, it's blatant fetish fuel, but can we have the Portal Coven (the Keepers or whatever) use some female Talos (like the one in my previous post) and female wracks as references to GLaDOS and the turrets? also blue/orange contrasts on a mainly white color scheme.

    Can we?
    >> Anonymous 05/29/11(Sun)20:55 No.15096768
    >>15096760
    sure why not
    >> Anonymous 05/29/11(Sun)20:58 No.15096803
    >>15096760

    I cant see why they couldnt be feminized, sounds neat.

    As an overall aesthetic for the Portal coven... I was thinking something adorned with eletrical nodes straight out of a Frankenstein film sprouting out of everything eh?

    The Grey Knight teleporters already give them that 50s sci-fi look, so I figure that this coven could just go the full deal.
    >> Technomancer 05/29/11(Sun)20:59 No.15096811
    >>15096741
    every coven keep a close eye on its neighbors:

    The Hollows don't want the Enlightened and the mandrakes (we really need a name) to screw around with magic, and think that the Slivers and the Maw are just misguided, but dangerous too.

    The Portal dudes appreciate the help of the Mandrakes and of the Enlightened, but don't trust them, and fear that the Hollows' presence might disturb their researches (same for the Enlightened)

    The Maw also sees the Hollows as a nuisance, and the Slivers as rivals to deal with quickly (which is reciproqual)

    and so on...
    >> Technomancer 05/29/11(Sun)21:01 No.15096828
    >>15096803
    and if the rumors are true, the necrons will have plenty of those, so it's all good if you want to convert some.

    So, cleaner, but more archaic aesthetics. More clinical, let's say. (without focusing on flesh, of course)
    >> Technomancer 05/29/11(Sun)21:04 No.15096850
    http://www.youtube.com/watch?v=WvWqrsD2Cus

    a song made of dawww and dakka.
    >> Anonymous 05/29/11(Sun)21:04 No.15096852
    >>15096811

    Actually I see the Hollows as relying heavily on the red-slivers to help them preach in the streets of Commorragh... using expendable infested slaves to attract new members into their fold (without of course divulging too much).

    It's not easy to encourage people to join you when you're a soulless abomination that generates fear, hatred and disgust in those around you
    >> Anonymous 05/29/11(Sun)21:09 No.15096904
    >>15096828

    >without focusing too much on the flesh

    Yes... this is a technology focused coven, so while of course like most covens they do engage in a good show of body mutations and genetic manipulation like all good covens it's secondary in their perspective to the true artifice of their craft
    >> Technomancer 05/29/11(Sun)21:15 No.15096952
    >>15096904
    pseudo-steampunk, cute girls and cybernetics everywhere, I'm gonna enjoy this.
    >> Anonymous 05/29/11(Sun)21:20 No.15097008
    >>15096952

    Just make sure there's lots of lightning crackles eh?

    And maybe the haemonculi can have crazy scientist goggles? (or would that be going to far?)
    >> Technomancer 05/29/11(Sun)21:24 No.15097039
    >>15097008
    cyber-goggles are mandatory.

    If we want to go a bit deeper into the cybergoth aesthetic, we can make them sponsor a few hellion gangs.
    >> Anonymous 05/29/11(Sun)21:28 No.15097091
    >>15097039

    Hellion wracks?

    Or... good Lord... Hellionmonculi!

    zooming around the battlefield dropping webway portals like a boss
    >> Technomancer 05/29/11(Sun)21:52 No.15097340
         File1306720323.jpg-(388 KB, 1300x1380, turretwrack.jpg)
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    dem turrets
    >> Anonymous 05/29/11(Sun)21:53 No.15097351
    >>15097340

    Really neat.

    you certainly get the idea that they're very agile
    >> Technomancer 05/29/11(Sun)21:55 No.15097386
    >>15097091
    ok, I'll try that one.
    >> Technomancer 05/29/11(Sun)21:59 No.15097421
         File1306720758.jpg-(296 KB, 1800x1400, naptime.jpg)
    296 KB
    >>15097351
    not very stable, though.
    >> Anonymous 05/29/11(Sun)21:59 No.15097426
    >>15097386

    bigger nodes for the haemounculi please

    Like... sprouting diagonally from their backs with a lightning arc between them
    >> Anonymous 05/29/11(Sun)22:05 No.15097480
    As a suggestion for the name of this coven... how about 'The gatekeepers'?

    It's pretty much what they do
    >> Technomancer 05/29/11(Sun)22:05 No.15097483
    >>15097426
    that would be only two, I have better ideas that I originally wanted to keep for other ones.
    >> Technomancer 05/29/11(Sun)22:09 No.15097528
    >>15097480
    isn't that name taken by something else already?

    If not, then go on?

    and I can't come up with a name for the mandrakes.
    >> Anonymous 05/29/11(Sun)22:20 No.15097654
    >>15097528

    The silent hand?
    The Prophets of chill? (lol)
    The Cold finger?
    The half-moon?
    The Unbound?
    The endless night?
    The cold shoulder?

    Something about cold or darkness or being invisible...
    >> Technomancer 05/29/11(Sun)22:22 No.15097674
    Half-moon sounds cool, or something about an eclipse. I'll search for metal bands names to find inspiration, later.
    >> Technomancer 05/29/11(Sun)23:04 No.15098155
    bump
    >> Technomancer 05/29/11(Sun)23:17 No.15098287
         File1306725427.jpg-(543 KB, 1300x1380, science.jpg)
    543 KB
    there. Looks a bit too much like the Enlightened, though, so maybe the voodoo Harkonnen will fit them better.
    >> Anonymous 05/29/11(Sun)23:18 No.15098308
    >>15098287

    This is a new level of awesome
    >> Technomancer 05/29/11(Sun)23:25 No.15098386
    >>15098308
    suddenly, those kids who upload on youtube vids of themselves dancing in Grandma's living room with dreads and a gasmask don't look that gay anymore.

    Right, can we push the portal analogy so far as to design the Haemonculi after personality cores?
    >> Anonymous 05/29/11(Sun)23:36 No.15098516
    >>15098386

    I dunno... I'm kinda sick of hearing the SPPPAAAAAACEE joke over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and over and... you get the idea

    Maybe One Haemonculus character could be some kind of schizo with multiple personalities? All of which resemble the personality cores?
    >> Technomancer 05/29/11(Sun)23:38 No.15098534
    >>15098516
    that is a far better idea.

    multiple eyes? Looks like Stephen Merchant on coke?
    >> Anonymous 05/29/11(Sun)23:51 No.15098648
    >>15098534

    Sure why not.

    Maybe depict him teleporting round or flying on a skyboard eh?
    >> Anonymous 05/29/11(Sun)23:56 No.15098696
    we need to update the wiki
    >> Technomancer 05/30/11(Mon)00:00 No.15098739
    >>15098696
    I'll try a bit, be sure to correct me, though.
    >> Anonymous 05/30/11(Mon)00:40 No.15099107
    >>15095403

    That is absolutely awesome!
    Way better than my desing for the Tyros.
    >> Hollows Pt.1 Anonymous 05/30/11(Mon)01:24 No.15099472
    Had a go at re-wording the Hollows' fluff... tell me watcha think

    A coven that has devoted itself to the goal of physical and spiritual purity, with the stated aim of freeing themselves from the eternal tug at their spirits that plagues all Eldar. Looking with disdain upon the frenzied, eternally ravenous antics of their kin, as well as the absurd attempts of the Craftworlders to direct the ferocity of their emotions down narrow channels. The Hollows have focused their time and energy towards freeing themselves of these emotional shackles that were both the cause of their cursed state as well, so they believe, of its protraction.

    The Hollows thus strive to achieve a state of soullessness; they void themselves of emotion and feeling until their souls become so twisted and bare that they become something ‘other’ than Eldar, and in so doing seem to be able to escape the attentions of She-who-Thirsts entirely. It is this fact that attracts many old dark eldar weary of the constant back-and-forth struggle for their souls, who are drawn towards the somber, droning preachers littering the streets who whisper of their ancient masters who have survived for millenia without needing to sustain themselves on the soul of another.

    But for many Dark Eldar, the price to pay for such tranquility is too horrible to even imagine. New initiates are mutilated and experimented on in much the same way as the Wracks of other covens, but amidst the cloisters of the Hollows so too is the soul twisted and dissected, as its owner is slowly compelled towards expelling all senses of feeling and emotion from its mind and form. Gradually, the soul diminishes completely, leaving a blank, a soulless abomination in its place, one who appears as an empty hole in the warp and engenders feelings of irrational hatred, fear and loathing in those around it. The most ancient of this coven, the very Haemonculi who conduct these experiments, are far more twisted than any other.
    >> Hollows Pt.2 Anonymous 05/30/11(Mon)01:24 No.15099479
    >>15099472

    Only in the most superficial sense can they be considered ‘kin’ with the denizens of Commoragh, for their bodies have become supremely large, elongated things of cold and sallow flesh, covered in filthy bandages and wrappings that trail through the dirt. Towering over their minions, these creatures are utterly alien, even to the Dark Eldar. Their spirits are a gaping void that threatens to engulf those around them, and some of the more powerful of their number project such a heinous presence that weaker souls in their vicinity simply disintegrate a their passing. Free of all the emotions and drives that shape the rest of Commorrite society, the Hollows are truly immortal in both body and soul, yet their motives are impossible to know. They only seek to exist and to induct more lost souls into the silence of their fold.

    Of course amongst a race as warp-sensitive as the Eldar, the presence of blanks in their number is unthinkable. Even amongst the mysterious and respected ranks of the Harlequins, the soulless Solitaires live as outcasts, unable to connect at all with their ‘kin’. It is for this reasons that the Hollows, rather than face the murderous stigma of the Dark city, sought refuge amongst the Enshrouded, and came to make their home inside the hidden realm of the Ark.
    Offering the use of their sophisticated regeneration chambers, the Hollows have accepted a niche in tending to the dead of the other fugitive covens, reanimating their fallen without any cost and concern for whom it is they reawaken. The Hollows bear no ill will towards any of the other factions, although they remain keenly aware of the precariousness of their position amongst the more warp-sensitive covens that share their home.
    >> Anonymous 05/30/11(Mon)01:37 No.15099596
    i was also going to throw in another paragraph at the end describing how they march to battle... but I wasnt sure on how to describe Lacerator weaponry

    What is it supposed to be?
    >> Technomancer 05/30/11(Mon)01:40 No.15099617
    >>15099479
    The solitaires are not blanks.

    they simply lack the soul-bond with Cegorach that enables regular harlequins to escape Slaanesh. Because if they play the role of Slaanesh, they simply cannot be claimed by Cegorach, which means that when they die, Slaanesh and Cegorach will battle to reclaim their souls. Most of the time, Slaanesh wins.

    That's why they use the term "soulless" and "pariah", but they do have a soul.

    also, finally found a name for the mandrake coven: The Coven of the Final Eclipse.
    >> Anonymous 05/30/11(Mon)01:42 No.15099630
    >>15099617

    Alrighty then just cut that sentence out

    But how doe the rest of it stand up?
    >> Technomancer 05/30/11(Mon)01:44 No.15099653
    >>15099630
    mighty fine.

    Can you go to 1d4chan and give the Final Eclipse a polish? My english being what it is, I'm afraid it might sound clumsy.
    >> Anonymous 05/30/11(Mon)01:46 No.15099673
    >>15099653

    Do I need to be logged in to edit 1d4chan?
    >> Anonymous 05/30/11(Mon)01:50 No.15099709
    >>15099673
    no you do not
    >> SC Guy 05/30/11(Mon)02:04 No.15099824
    Well, I'm back. What can I say, guys, I freaking love you all!

    Technomancer, all this art is fantastic. You have no idea how much I'm impressed.

    >>15099472
    >>15099479

    I like it. A lot.
    >> Anonymous 05/30/11(Mon)02:28 No.15100016
    >>15099824

    What do you think of the suggestions I made regarding infestant tokens earlier on?

    >>15096615
    >> SC Guy 05/30/11(Mon)02:33 No.15100059
    >>15100016

    Fair enough. I only put the control thing in because it's a scary but highly unlikely thing to happen in a 6-turn game, even with T3. Removed from play with no saves of any kind allowed, then.

    And yeah, that works. If a unit makes 3 successful toughness tests in a row they manage to shake the bugs. In that case I'd actually be a fan of getting rid of all Infestation tokens, considering that it's quite statistically improbable to not roll 5+ three times, and that's for the T4 armies.
    >> Technomancer 05/30/11(Mon)02:37 No.15100086
    >>15100059
    dude didn't edit 1d4 chan, can you do it?

    We need to upload more concepts, the last version about the Hollows, and can I also have a stylistic polishing for the Final Eclipse?
    >> Anonymous 05/30/11(Mon)02:54 No.15100237
    >>15100086

    Sorry Techno... I've been mulling over what you wrote. Couple of points I'd like to approach.

    I like the idea that the Final Eclipse Haemonculi are trying to escape their soul sucking fates (like.. just about every coven here).. but maybe have them not having actually attained that goal just yet eh? The point of the Hollows is that they achieved this but only by sacrificing what most would consider far too precious.. and have emerged perhaps worse off than before. It would also seem to rob the haemonculi of a goal to work towards... so yeah, perhaps they haven't freed themselves of the thirst just yet eh?
    >> Anonymous 05/30/11(Mon)02:55 No.15100243
    >>15100237

    damn field length errors... The way you describe it also makes it seem as though the Haemonculi are aware of the ultimate plot of the mandrakes.. and I was of the understanding that the mandrakes were attempting to manipulate the haemonculi to serve their ends whilst divulging tidbits of knowledge that enable the scientists to work towards their own ends?

    Also you didnt seem to mention the Decapitator at all... would you still like it brought up that the mandrakes allied with this coven are kind of a splinter faction that need refuge from his fury? As their ritual is sure to impede his own plans...

    Also, been thinking of a way to approach the organisation of this Coven. I've been battling with myself over whether to have the mandrakes more wracky or the wracks more mandrakey when I realised.

    Why not have both?

    This can be a coven devoted to super elite infantry. Their wracks are fairly standard, perhaps having options to take certain mandrake gifts as options... but perhaps this weakens them and they're T 3 (which seems to be the norm for all Mandrakes... maybe it's inherent in their ethereal nature that they're really fragile?) The mandrakes however could be elite super-soldiers who utilise the talents of the haemonculi to enhance their powers greater than normal.this way you can have wracks serving the haemonculi as lackeys, but not the mandrakes, who function as assassins and soldiers for the coven, but are also Not their servants.

    Thoughts?
    >> Anonymous 05/30/11(Mon)02:57 No.15100258
    >>15100237
    None of them should have obtained what they are truly after yet, or if they have, it's at some horrible price.
    >> Technomancer 05/30/11(Mon)03:02 No.15100295
    >>15100258
    okay, gonna modify that thing about the Thirst, and gonna mention Kheradruakh, and make it all more understandable.

    Always thought it'd be more about having mandrake-y wracks, but you can have both.
    >> Anonymous 05/30/11(Mon)03:07 No.15100341
    >>15100295

    Well I figure that the wracks are.. well.. wracks like normal, but the haemonculi are able to enhance them slightly with mandrakish gifts (i'm thinking 4+ invul saves and move through cover?)

    But the mandrakes are still mandrakes.. they haven't been reduced to the mutilated igors serving the haemonculi's every whim.

    They're enhanced too, I'm thinking altered physique for that automatic pain token (so they can start with balefire), and maybe some kind of ranged weapons that are in someway connected to their unique shadow-realm (think like how D-cannons open up holes to the warp)
    >> Anonymous 05/30/11(Mon)03:13 No.15100375
    >>15100341

    Also perhaps options for more 'abilities' for the nightfiend. One of the sucky things about mandrakes is that their squad leader guy does practically zip.

    With optional abilities borne out of the mad body modifications of the haemonculi... you could get a more versatile, actually useful and fun unit
    >> Technomancer 05/30/11(Mon)03:32 No.15100518
    done. better?

    can someone upload more concepts?
    >> SC Guy 05/30/11(Mon)04:28 No.15100880
    >>15100341

    Back again.

    I think a 4+ invulnerable save is a bit good, considering the Mandrakes themselves only have a 5+. Perhaps we could give them stealth and/or fleet instead.
    >> SC Guy 05/30/11(Mon)06:08 No.15101676
    I'm thinking...

    Eclipse Wrack

    13pts

    WS4 BS4 S3 T4 W1 I4 A1 Ld8 Sv6+

    Unit type: Infantry
    Unit composition: 3-10 Eclipse Wracks

    Wargear: Two poisoned close combat weapons, gnarlskin.

    Options:

    -May upgrade one member of the squad to an Eclipse Acothyst: 10pts
    -The Eclipse Acothyst may take one of the following:
    Stinger pistol: 5pts
    Venom Blade: 5pts
    Mindphase Gauntlet: 10pts
    Hexrifle: 15pts
    Scissorhand: 15pts
    Flesh Gauntlet: 20pts
    Agoniser: 20pts
    Electrocorrosive Whip: 20pts
    -The Eclipse Acothyst may use Balefire: 10pts

    -For every five models in the unit one model may take:
    Liquifier Gun: 10pts

    Special Rules: Night Vision, Power from Pain, Altered Physique, Move Through Cover, Fleet.
    >> Anonymous 05/30/11(Mon)06:16 No.15101727
    >>15100518

    It's better, very interesting backstory as it stands.

    I'll have a whack at correcting some of your grammar when I feel like I'm steady enough in
    the head.

    >>15100880

    Oh yeah, whoops, silly me I forgot that they're only 5+. Stealth sounds better to me than fleet

    Maybe an option for the acothyst to gain the balefire attack?

    also, still wondering about your opinion on the points I made concerning the red sliver's infestant rules as well as what we should consider these 'Lacerator' weapons to actually be (what do they shoot?)
    >> Anonymous 05/30/11(Mon)06:20 No.15101762
    >>15101676

    I'd suggest no fleet.

    Let's keep fleet on the T 3 models
    >> SC Guy 05/30/11(Mon)06:22 No.15101774
    >>15101727

    See >>15100059 for my opinion on the matter.

    Y'see, I was thinking on what Lacerator weaponry fired. At first I was like "Really really really sharp discs", but then I thought...

    Anybody remember Soul-seeker Ammunition from the original DE book? Something like that, serrated monomolecular discs which have a primitive and vengeful sentience, and so can divert their flight slightly to go for gaps in their armour, arteries, that kind of stuff. Thus the Rending.
    >> Anonymous 05/30/11(Mon)06:24 No.15101790
    >>15101774

    So kind of like the crystal shard splinters fired out by normal splinter weaponry... but the souls guiding the shrapnel help propel them forward better and dig them through armour and flesh?
    >> SC Guy 05/30/11(Mon)06:24 No.15101791
    >>15101762

    Fair enough, it's just a thought...Since we're looking to have about zero fleet models in this force, and indeed a bit of Slow and Purposeful, it'd be nice to have something faster.
    >> SC Guy 05/30/11(Mon)06:27 No.15101812
    >>15101790

    Yeah. Plus it differs from Splinter weaponry in that it's not poisoned but causes grevious slashing injuries instead, hence its name. It could be another aspect of the sentience within the ammo, it continues to drive into the foe even after its initial momentum is gone, buzz-sawing into their vitals.
    >> Anonymous 05/30/11(Mon)06:28 No.15101824
    >>15101791

    That's what the elite mandrakes will be for...

    Plus we'll be getting jump infantry wracks later when we get to the Gatekeepers eh?.

    Also, on your crunch bit in the 1d4chan article... you forgot to put FNP for the Haemonculi
    >> SC Guy 05/30/11(Mon)06:32 No.15101849
    >>15101824

    I did? Silly me - fixed.

    In that case we should think of something else to give the Eclipse Wracks. Normal wracks with Move through Cover and one guy who can get Balefire isn't enough to justify giving them a seperate slot. 5+ invulnerable, I guess?
    >> Anonymous 05/30/11(Mon)06:33 No.15101863
    >>15101849

    That sounds fine... although we might want to come back to them later.

    They dont feel quite as unique as the Hollow wracks feel eh?
    >> SC Guy 05/30/11(Mon)06:35 No.15101874
    >>15101863

    True...In that case we can either do the Eclipse Haemonculus, the Mandrakes themselves or we can move to another Coven. We kinda left the Red Slivers hanging, after all.
    >> Anonymous 05/30/11(Mon)06:39 No.15101903
    >>15101874

    Sure we can go back to the red slivers if you like

    I was thinking that, for your Tyros parasite engine.. perhaps give it some kind rule that allows it to infect things that hit it in close combat?

    Like... for every saved or unsaved wound suffered, the attacking unit immediately takes a toughness test or acquires an infestant token?
    >> Anonymous 05/30/11(Mon)06:40 No.15101906
         File1306752041.jpg-(264 KB, 1024x1000, Psy-engine uncolor.jpg)
    264 KB
    Here is unfinished concept for the Enlightened Psy-engine.
    How shoul I colour its carapase. I have no idea what the Enlightened colourscheme should look like.

    I envison this unit working as a brute force psychic battering ram. It is essentually an armored floating brain full of psychic restrains, controlls and wards against the warp.
    Basically a zoanthrope pumped full of drugs to increase the power output, that is then controlled by the myriad devices implanted to the engine. It's body is mostly athropied because it has limited use for the creature.

    Because it lacks the proper controll over its own abilities that the higher intelect brings, it's attacks are basically psychicly crsuhing its opponents, hurling them away ect. Also, the barely controlled psychic field it has makes the immediate area around it very hasardous, as the reality twists and bulges with the raw psychic energy.

    Unfortunately, I am far from expert with the rules, so I have no concrete idea of how to represent this unit with them.
    >> Anonymous 05/30/11(Mon)06:41 No.15101910
    >>15101903

    Wait reword that... if the engine has taken a saved or unsaved wound in CC in that assault phase than it forces the unit to take a toughness test and.. yadda yadda...

    One token for EVERY saved or unsaved wound? That'd be crazy powerful
    >> Anonymous 05/30/11(Mon)06:45 No.15101946
    >>15101906

    I have no idea what colour scheme to give it bro... we haven't really touched on the Enlightened at all yet

    But it's a good base to start working ideas from. Thankyou
    >> SC Guy 05/30/11(Mon)06:49 No.15101965
    >>15101910
    >>15101903

    Perhaps. Thing is, I'm trying to limit the access things have to Infestor weaponry. If every wrack and his mother could spew out the things it could get overpowered very quickly. For the Tyros, however...perhaps it should just be unsaved wound.

    >>15101906

    I'm not so sure about the colour scheme either. I love it, though. Perhaps...A dark blue?
    >> Anonymous 05/30/11(Mon)07:05 No.15102048
    >>15101946
    Well I leave it at that for the time being.
    Seriously, I am horrible at coming up with colours schemes. That is why all of my dark eldar models are still unpainted. I just cant come up with anything that isn't either butt ugly, or straight copy from the GW colours. Frustraiting as fuck.

    Anyways, back to the Psy-Engine (needs a proper name btw).
    I have been rolling all kinds of ideas around for that unit. For example:
    Because of the immense psychic eminations of the Psy-Engine, it is like a beacon for the predatations of all kinds of warp beasts and deamons. Because of that, the Enlightened have devised numerous devices that mask these eminations, not because they want to protect the soul of their creature, but to avert it getting posessed. Some of devices cause some kind of flicker effect in the warp, that scatters the psychic beacon and makes it appear to be numerous smaller emitions. Other devises dampen the visibility of the beacon in the warp.

    Despite all these precautions, the Psy-Engine is far from immune to the perils of the warp. In the event of warp born shenanigans, the numerous controll devices activate, and try to stop what ever is attacking the psy-engine. If this fails, the final safe controll is activated, a device that overloads the whole engine with energy, causing a cataclysmic reaction that leads to massive explosion of psychic energy, destroying the Psy-engine utterly, and causing considerable damage to anyone unfortunate enough to be at the vicinity.
    >> Anonymous 05/30/11(Mon)07:11 No.15102077
    >>15101965

    Also, I noticed your suggestion of having 'host' squads earlier.

    Although it makes sense and is pretty awesome in theory... how on earth can you reflect the wide variety of opponents on the tabletop?

    Are humans the only things that can be affected? How can we handle this?

    Also, suggestion: create some kind of swarm unit... like nurglings or rippers but have them as swarms of parasite worms eh? Not in any body yet.. just raw piles of slithering infestants that can confer infestant tokens in CC

    Would make crazy good tarpits, not only do you hold your enemy in place but you gradually weaken him too
    >> SC Guy 05/30/11(Mon)07:17 No.15102116
    >>15102077

    I suppose I should have called them "HumanOID Host-packs". It's a catch-all for Humans, Eldar, Tau, anything of the sort.

    It's simply impossible to plan for everything, so I'm not going to try. However perhaps we can add to the Infestation Conditions...A buff for Eldar and a buff for Tau.

    I was planning to add two more host units...Monstrous Host-packs and Host-goliaths. The former being T4-5 stuff and the goliaths being 6+.
    >> Technomancer 05/30/11(Mon)07:19 No.15102130
    shiny, chitinous black for the Hollow, and a lot of subtle nuances of clear beige and grey for other textures than armor.
    or simply good old black and white, absolutely no color whatsoever. Just try to make the different textures recognizable.
    Or like on my drawing of the Tyros: black and yellow, with turquoise contrasts.

    Dark red sounds good for the Slivers, I'd say.

    For the Maw, maybe simply dark reddish purple? Works fine, usually, and it's the color that most genestealer cults use; with perhaps some blue.

    for the Gatekeepers, it think it's decided: bluish white and black with bright red/orange contrasting details

    for the Enlightened, less sure. Maybe nuances of turquoise and emerald with bone-like details, to remind a bit of the more subtle schemes of the craftworlders. Something richer, but elegant, like marble inclusions.

    For the Eclipse, not sure anymore. I originally went for a mostly white color scheme (dirty, gritty white) but it seems to fit the Gatekeepers better.
    >> Anonymous 05/30/11(Mon)07:36 No.15102252
    >>15102130

    What exactly is this for? Attire?
    >> Technomancer 05/30/11(Mon)07:44 No.15102291
    >>15102130
    mostly, yes, but it's true that we should also take the skin color into account, since a lot of minis show a lot of it.

    so, for the Enlightened, same thing: different, subtle tones for the armor and cloth, and even or the skin (yellowish and bone-like with some nearly pink zones?)

    for the Hollows, i'd definitely say: black armor and cloth, white skin

    for the Maw, then either pinkish purple skin, and deep blue carapace and armor (deep purple cloth), or light grey-blue skin, with dark purple armor/carapace and black leathery cloth

    for the Gatekeepers, well, see the drawings.

    for the Slivers, i'd still say: dark red cloth and armor (maybe the cloth more brown) and a more contrasted skintone: green and sick at places, red and swollen at others.

    For the Eclipse, black skin, obviously, but for the rest, I'm not sure.
    >> Anonymous 05/30/11(Mon)08:16 No.15102332
    >>15102291

    Hollows we're going more for brown, black and grey visual wise. Dirty, filthy colours... Skin as white or grey sounds neat. I wouldnt go much for armour for them though... more tattered, dry leather and bandages eh? Evoke a feeling of death and poverty. Like mutant space mummies. They dont go at all for luxurious clothing.

    What you suggested for the Enlightened is pretty spot on. The whole idea is for them to essentially have an 'evil farseer' look to them, so craftworld esque bright colours makes the best sense.

    slivers sound great, although perhaps add a touch of sickly yellow? Make them look sallow eh? just a suggestion...

    I'm kinda lost on the Maw. Nids come in so many colours, so what you suggested... May as well go with that!

    Eclipse? I suppose they've got a predilection towards cooler colours. So maybe some icy blue and purple? Perhaps just limit the white you suggested to any armour carapace? Keeping the keepers' white to their robes and such?

    Just suggestions.. nothing more
    >> Anonymous 05/30/11(Mon)08:17 No.15102363
         File1306757876.jpg-(266 KB, 1024x1000, Psy-engine.jpg)
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    Well, I managed to come up with some sort of colour scheme....
    >> Anonymous 05/30/11(Mon)08:18 No.15102371
    >>15102332

    Oh and hoods for the hollows.. hoods are good.

    What kind of clothing were you considering for the Red Slivers? Style wise that is....
    >> Technomancer 05/30/11(Mon)08:47 No.15102397
    >>15102363
    turquoise would work. Not really bright, though, don't get me wrong. Subtle, like marble...
    >>15102332
    For the slivers, I was envisioning something more raw... Maybe simply dirty, blood-stained white labcoats/dresses. And then, red armor, and of course yellow, sometimes greenish or reddish twisted skin. Rotten...

    big ol' mummies sound ok for the Hollows.

    that last suggestion for the Eclipse is pretty much exactly what we chose for the Gatekeepers, so that's a bit of a problem.

    For the Maw, I was just recycling common color schemes used for genestealer cults.
    >> Anonymous 05/30/11(Mon)08:47 No.15102405
    >>15102363

    It looks great! i like what seems to be brain matter in its abdomen?

    However colour wise it's a bit too similar to black heart colours to me... just my opinion.

    I suppose it'd be better if we properly nutted out the exact style for the enlightened eh?
    >> Anonymous 05/30/11(Mon)11:37 No.15102624
         File1306769835.jpg-(447 KB, 1024x1000, Psy-engine final1.jpg)
    447 KB
    Artwork bumb!
    Is anyone still here?
    >> SC Guy 05/30/11(Mon)11:38 No.15102631
    >>15102624

    ...Wow. Just...wow. I love it, and I'm getting that crunching urge.

    Speaking of which...

    Monstrous Host-pack

    6pts/model

    Unit Type: Infantry
    Unit Composition: 5-10 Monstrous Hosts

    WS3 BS3 S4 T4 W1 I3 A1 Ld8 Sv6+

    Wargear: Hand Weapon, Gnarlskin

    Options:

    The squad can take one of the following Infestation Circumstances:

    Feral Infestation (Move through Cover, Furious Charge, +1A): +6pts/model
    Space Marine Infestation (Power Armour, WS4 BS4, Boltgun): +9pts/model
    Ancient Infestation (+1S, +1T, +1W): +15pts/model

    Special Rules: Night Vision, Fearless

    Host Goliath

    130pts

    Unit compisition: 1 Goliath
    Unit Type: Monstrous Creature

    WS4 BS4 S6 T6 W5 I4 A5 Ld8

    Wargear: Close combat weapon, Armoured Carapace

    Options:

    May take one of the following Infestation Circumstances:

    Perfect Predator (Scout, Fleet): +20pts
    Mutant Abomination (Feel No Pain, +1W, Parasite Vomit): +30pts
    Mechanically Altered (+1T, 2 Necrotoxin Missiles + Dark Lance): +40pts

    Special Rules: Night Vision, Fearless
    >> Anonymous 05/30/11(Mon)12:33 No.15102713
    We should seriously start uplading these images to 1d4chan. There has been so much new and fantastic art.
    >> SC Guy 05/30/11(Mon)12:38 No.15102747
    >>15102713

    Agreed. I'll get on it.
    >> Anonymous 05/30/11(Mon)13:09 No.15103002
         File1306775396.jpg-(123 KB, 1024x768, Hollow 1uncolored.jpg)
    123 KB
    ART FOR THE ART GOD!
    CONCEPTS FOR THE CONCEPT THRONE!
    >> SC Guy 05/30/11(Mon)13:21 No.15103100
    >>15103002

    Oh sweet BLEEP, that's terrifying. It's like a cross between No Face from Spirited Away, Mass Effect's Geth, and a liberal dose of unfiltered nightmare.
    >> Anonymous 05/30/11(Mon)13:39 No.15103202
    >>15103100

    Is there anything else that should be drawn out?
    I have plenty of free time, and I am quite bored, so I am free to draw Enshrouded stuff.
    >> SC Guy 05/30/11(Mon)13:44 No.15103236
    >>15103202

    Since it'd be cool to get all of these for the top of the gallery, could you do a Red Sliver or Enlightened Haemonculus in colour? Though we've not crunched out what these guys have got yet, that gives you plenty of artistic license. I'm pretty sure all we've got so far is that Red Sliver haemonculi have an off-colour flesh tone and wear a lot of dark red, while the Enlightened are evil farseers.

    That or, I dunno...A parasite host?
    >> Anonymous 05/30/11(Mon)13:48 No.15103258
    >>15103236

    Alright, I'll se what I can do.
    I can't promise that they'll be ready today, however, I am quite slow drawer.
    >> SC Guy 05/30/11(Mon)14:04 No.15103387
    >>15103258

    You take as long as you need to, my good man.
    >> SC Guy 05/30/11(Mon)14:33 No.15103670
    INFESTOR WEAPONRY

    Parasite Vomit

    Range: Template, S4, AP6, Infestor

    Thrallmaker

    Range: Template, S4, APD6, Infestor

    Place the template anywhere within 12" of the model so that the thick end is further away from the barrel of the weapon than the thin end.

    INFESTATION TOKENS

    If a unit takes an unsaved wound from a weapon with the Infestor special rule must take a toughness test at the beginning of each of their turns. If they fail a toughness test they gain an Infestation token. These tokens represent the efforts of the Parasites to infect the squad, with the effects as follows:

    1: Stalked: The squad counts as one less Toughness when being rolled to wound against by an Infestor weapon. This does not count for Instant Death purposes.

    2: Harassed: The parasites are now in great enough number to pose a serious problem to the squad. At the beginning of the movement phase roll a D6, on the roll of a 1-2 they count as moving through Difficult Terrain that turn.

    3: Attacked: The worms are coming thick and fast now, and the squad finds their performance hampered by parasites squirming over them, weighing down weaponry and taking up precious seconds for removal. The squad is at -1WS, -1BS and -1I.

    4: Infected - The victims are overcome by the parasites and turned into hosts. Remove the entire squad from play with no saves of any kind allowed.

    If a unit passes 3 toughness tests in a row they have successfully fought off the parasites. All Infestation tokens are removed and they no longer have to take the tests.

    If a unit with one or more Infestation Tokens enter a transport the vehiclle too has to make tests for Infestation. However due to the cramped conditions, excessive noise and preoccupation of the crew the vehicle takes its tests at Toughness 2. If they reach Infested the vehicle immediately suffers a Destroyed - wrecked result, as the possessed crew sabotage it.
    >> Anonymous 05/30/11(Mon)14:59 No.15103919
    all these stats + rules need to go on 1d4chan as well methinks
    >> SC Guy 05/30/11(Mon)15:07 No.15103991
    >>15103919

    True. Honestly though I think we should make a seperate page for the Crunch, since there's a whole ton of it and a ton of stats kinda ruins the aesthetic of the page.
    >> Anonymous 05/30/11(Mon)15:27 No.15104172
         File1306783644.jpg-(153 KB, 768x1024, Dark Seer uncolor.jpg)
    153 KB
    Well here is the Dark Seer drawing, and once again, I have stumpled upon the problem of desiding an aproriate colour for it. To be more presise, i cant come up with good looking colour for his cloak, and the parts that anrent covered up by armor.
    >> Technomancer 05/30/11(Mon)15:35 No.15104271
    >>15104172
    Let's say different shades
    of purple, like on the psy-engine's flesh.
    >> SC Guy 05/30/11(Mon)15:38 No.15104303
    >>15104172

    Well, back from hyperventilating over how cool that is.

    I think perhaps black with an orange trim for the jacket? Not so sure about the rest of it...
    >> SC Guy 05/30/11(Mon)15:50 No.15104434
    >>15104271

    Or that. Either works for me.
    >> Technomancer 05/30/11(Mon)15:53 No.15104454
    forgot to upload this one:
    >>15097340
    >> SC Guy 05/30/11(Mon)16:01 No.15104553
    >>15104454

    Put up.
    >> Technomancer 05/30/11(Mon)16:08 No.15104630
    >>15104553
    okay, re-labelled it because it's a wrack.

    gonna sleep.
    >> Anonymous 05/30/11(Mon)16:24 No.15104798
         File1306787095.jpg-(366 KB, 768x1024, Dark Seer final.jpg)
    366 KB
    Aaaand it is done!
    And thats all for tonight folks!
    I might draw more tomorrow, if this thread doesn't 404 during my sleep. If it does, I gues I'll draw in the next thread.
    >> SC Guy 05/30/11(Mon)16:32 No.15104897
    >>15104798

    That's absolutely wonderful, I salute you!
    >> Anonymous 05/30/11(Mon)16:39 No.15104977
    >>15104897

    Thanks, I for one, had fun with this thread, and I am glad that I have been able to be helpfull.
    >> SC Guy 05/30/11(Mon)17:12 No.15105287
    >>15104977

    Rest easy.

    I'll probably crash soon too. I really should put up all the crunch we've got so far to the wiki, but frankly I've not got the energy tonight. I'll get on it tomorrow.
    >> Anonymous 05/30/11(Mon)22:09 No.15108250
    bump
    >> Technomancer 05/31/11(Tue)00:16 No.15109715
    >>15104798
    that's fine.

    the drawing, I mean

    Not gonna participate for a bit of time, because I've got requests to finish.
    >> Anonymous 05/31/11(Tue)03:06 No.15111139
    bumping this again...

    Id ont really have time to focus on this just now but maybe later
    >> SC Guy 05/31/11(Tue)03:46 No.15111440
    Red Sliver Haemonculus

    50pts

    Unit type: Infantry
    Unit composition: 1 Haemonculus

    WS4
    BS4
    S3
    T4
    W2
    I4
    A2
    Ld8
    Sv6+

    Wargear: Close combat weapon, Splinter pistol, Gnarlskin

    Options:

    -Replace close combat weapon and/or splinter pistol with:
    Stinger pistol: 5pts
    Venom blade: 5pts
    Implanter: 5pts
    Power weapon: 10pts
    Mindphase gauntlet: 10pts
    Flesh Gauntlet: 20pts
    Agoniser: 20pts
    Electrocorrosive Whip: 20pts
    Huskblade: 35pts
    -Take up to two of the following pieces of arcane wargear:
    Parasite Vomit: Free
    Animus Vitae: 5pts
    Casket of Flensing: 10pts
    Liquifier Gun: 10pts
    Soul-trap: 10pts
    Vexator mask: 10pts
    Scissorhand: 15pts
    Thrallmaker: 15pts
    Archangel of Pain: 15pts
    Hexrifle: 15pts
    Shattershard: 15pts
    Crucible of Malediction: 20pts
    Orb of Despair: 20pts
    Dark Gate: 25pts
    Webway Portal: 35pts

    Special Rules: Night Vision, Power from Pain, Independent Character, Altered Physique

    Ancient: Same deal, +1WS, +1BS, +1I, +1W, +1A, +1ld, 80pts

    Implanter: Close combat weapon, Infestor.
    >> SC Guy 05/31/11(Tue)04:00 No.15111540
    >>15111440

    The infestor is meant to be 4+ poison, my mistake.


    Parasite Swarm

    11pts

    WS2
    BS2
    S3
    T3
    W3
    I3
    A4
    Ld8
    Sv6+

    Wargear: Sharp teeth, Gnarlskin

    Can be upgraded to bio-weapons: 2pts/model

    Special Rules: Fearless, Swarms.

    Bio-weapons: The Red Slivers have been known to pack parasites into capsules and have them fired across the battlefield, or dropped by low-flying raiders. A unit with the Bio-weapons upgrade may deep strike.
    >> SC Guy 05/31/11(Tue)05:53 No.15112165
    Got an idea for a piece of Enlightened Dark Seer wargear.

    Runes of Spite: Every time the Dark Seer is affected by an enemy psychic power roll a dice. On the roll of a 6 the power has no effect on the Dark Seer and is resolved against the caster.
    >> Anonymous 05/31/11(Tue)05:58 No.15112187
    >>15112165


    I say, we find an equivalent for the voodoo keys mentioned earlier: you take them off, say a spell, and put them back in to seal it. It would grant game-long boosts/effects, but would also cost health points or something valuable.
    >> Anonymous 05/31/11(Tue)06:02 No.15112208
         File1306836164.jpg-(19 KB, 240x240, key.jpg)
    19 KB
    >>15112187
    and you know the best thing about those keys? They look like those runes we see on the current dark eldar minis.
    >> SC Guy 05/31/11(Tue)06:09 No.15112240
    >>15112187
    >>15112208

    Interesting. I like the idea of selectable buffs which increase something or do something while decreasing something else.
    >> Anonymous 05/31/11(Tue)09:11 No.15112872
    >>15104798

    I have this wondrful idea for that weapon the Dark Seer is hoding.

    (insert a name here) is one of the many results of the research in to blending the dark eldar technology with the psychic powers of the Eldar, that the Enlightened have conducted.

    It is a semi sentient spear like weapon, that is made from multiple spirallic strands of psy-atuned material, that have twisted around each other. The weapon has no fixed foem, for it can shape itself to differend forms, in order to harm its victims more effectly.

    It projects a distrupting prychic field around itself, that is able to negate force fields, psychic barriers and armor alike. Also, the weapon is capable of reforming itself even in mid strice, in order to hit a vounreable part of the enmy.

    But the most powerful feature of this weapon is the fact that when trown, the weapon reforms itself to a long, thin, javelin like form and expends its psychic reserves to accelerate itself to near light speed. If trown, the lance is guaranteed to pierce anything that crosses it's path.

    After this, the wapon is ofcourse lost, as it is very hard to locate when it is speeding trough space 5 seconds after it was trown. The Enlightened can manoufacture more of them, but they are still very costly weapons, not to be trown awya carelesly.

    Altough the Enlightened can't recover the weapons, they can still track them, as they fly trough the void. It is a common past time for them to monitor these lances and lay bets on them, incase they accidentally incapacitate space ships of the lesser races as they passed by. The current grand champion of of the lance trowing is Zuart Farqhai whose spear he trew over 500 years ago, has been able to pierse the hulls of over 89 imperial and other minor xenos vessels, including 4 strike cruisers and even one battle barge of (insert a space marine chapter aprorate for this joke).
    >> Anonymous 05/31/11(Tue)09:42 No.15112910
    >>15112872
    Oh, no, please, not the Spear of Longinus, we already have the Hollows' mask...

    at least try to make it more relevant, there are other elements of NGE that can be adapted to the dark eldar fluff with far more relevant and less asspulled results.
    >> Anonymous 05/31/11(Tue)09:43 No.15112923
         File1306849407.jpg-(121 KB, 741x480, Lance of Longinus.jpg)
    121 KB
    >>15112872

    So you want this to be a weapon for the Enlightened?

    >iamokaywiththis.jpg
    >> Anonymous 05/31/11(Tue)12:51 No.15114286
    Giving this thread a bump before I sleep... didnt manage to address anything in it at all today... maybe tommorrow
    >> Anonymous 05/31/11(Tue)13:34 No.15114567
    Are we ok to share ideas about other coven concepts? My kabal/coven is themed around the Umbra:
    http://wh40k.lexicanum.com/wiki/Umbra

    They used to like collecting them and hunting them as trophies, but after collecting an amount of them they fused together into a wispy figure, who whispered to them secrets about the universe, and promised to help rid them of slaanesh if they collected more and brought him back into this world properly. Any way we could use this anywhere?
    >> Anonymous 05/31/11(Tue)13:44 No.15114657
    >>15112910

    Yesterday's drawfag here. I actually didn't realise that the mask on that Hollow haemoculi resembled the mask Lilith had, until some anon pointed it out. So it is kinda an unintentional refrence.

    Other than that, I agree that implementing a weapon that works like Lance of Longinus, is kinda far fetched, but I think the idea that the Enlightened are just throwing these javelins traveling at relativistic speeds at their targets, despite the fact that the weapons will fly strainght out of the gravity well of the planet, and then continuing to monitor them in hopes that the spears manage to fuck up something else in their trajectory, very amusing.

    ....I think I am going to make a short comic strip about that, some time later, because I have much other stuff that requires my attention right now. That is why I was unfortunately unable to draw anything today.
    >> Anonymous 05/31/11(Tue)13:53 No.15114745
    >>15114567

    That is kinda neat idea, but you'll need to flesh it out more, before we can actually even figure out how thye fit in. The concept is great however. Collecting pieces of eldrich horror like entity, would certainly agitate other Dark Eldar, necessitating the need for secrecy.
    >> Technomancer 05/31/11(Tue)14:01 No.15114812
    >>15114567
    That's pretty much completely the kind of thing that would fit into the Final Eclipse, but as something a bit secondary.

    The Final Eclipse is more centered around Mandrakes (implied to worship Malal, just like your version of the Umbra, amirite?) so I guess that, to perform their "artwork", the Final Eclipse would have to use a lot of these, not realizing that they are actually "avatars" of Malal, and would thus allow him to enter the Webway.

    >>15114657
    Actually, the whole "sentient spear" thing that the eldar spears and the Spear of Longinus share has deeper roots. Even without going too far, let's mention the Gae Bolga, a weapon that sounds quite dar eldar-ish when you consider it.
    >> Anonymous 05/31/11(Tue)14:14 No.15114935
    >>15114812
    Erm, my version was literally what the Umbra are suggested to be; scattered fragments of Qah. I didn't get too far with any customisation (I've only just finished fleshing out special characters), but I was going to make use of lots of 'mimicry' tech based upon the Umbra, and include Hrud as mercenaries.

    (There was one piece of wargear I had an idea for, was a one-shot weapon that stole a piece of wargear from the target, never fleshed it out properly though)
    >> Anonymous 05/31/11(Tue)14:15 No.15114954
    >>15114812

    Yes, the living weapon-thing is hardly unique. To my knowledge, it is very common thing in the differend folk lores of Europe.

    Despite the refrence to NGE, I still think that we should use the idea for the living, trowable spear. It seems quite Dark Eldarly to make a weapon that is constantly chainging it's shape, twisting, sprouting additional blades, turining and costantly moving, actively trying to find soft spots on it's targe with each strike.

    Being able to trow it at relativistic speeds is just an funny bonus.
    >> Technomancer 05/31/11(Tue)14:18 No.15114975
    >>15114935
    Oh, then that means that you are more advanced in your work than most of us already, and that you don't really need our help fluff-wise.

    Dunno, when reading the fluff of the Umbra, I thought it could be a reference to Malal. But hey, who knows, maybe they're two aspects of the same god, based around hate and resent (because no, Malal isn't just "chaos vs chaos")
    >> Technomancer 05/31/11(Tue)14:20 No.15114995
    >>15114954
    yep, but i'd rather run with the vicious, barbed living spear that hungers for blood (like the 2000 AD interpretation of it) and screams as it flies, than with the Spear of Longinus.
    >> Anonymous 05/31/11(Tue)14:25 No.15115037
    >>15114995

    Yes, I agree. The weapon is still mainly melee focused, and the NGE refrence is just a funny little bit of the description.

    I'd still like to implement the bit that the sprears actually accelerate to near light speed however. The idea that they are just throwing these things to space, and then bett on wich spear manages to hit stuff, is just too funny to me.
    >> Technomancer 05/31/11(Tue)14:27 No.15115047
    >>15115037
    Yeah, if we emphasize their predator aspect it might get even cooler.
    >> Anonymous 05/31/11(Tue)14:38 No.15115128
    >>15114975
    Eheh, I'm not really more advanced in my work, I'm fairly new to playing the tabletop game so the special characters are a bit broken at the moment (though costly). Also, if it is made into a coven, then I did (somewhere) have a sheet for a Heamonculus called Uncar, who flies around lazily on a grotesque that was modified to be more like a raider for him to ride. It was really slow, but had psychic attacks (if I find the sheet I'll find out why it was psychic). It was quite weak offensively, but had a lot of fun with powers that beef up my own units by converting energy from incoming attacks (something like reverse pain tokens, if I successfully used a certain power it could take up to 3 wounds, then distribute them as tokens instead of taking damage. It couldn't move or shoot in the turn it did that though.

    An idea I had a while back could probably be used by the Red Slivers (fluff-wise, probably not on the tabletop); a parasite would be shot into a random person, and it would burrow inside them, slowly taking over them, changing them slightly so that they could infect others. Eventually, they turn into grotesques, and the parasite causes them to try and find their way back to Commorragh. Just wondering if any of these ideas could be of any use at all, sorry if they're a bit over the top or just plain retarded.
    >> Technomancer 05/31/11(Tue)14:43 No.15115178
    >>15115128
    I may be wrong, but I think that it's pretty much what we decided so far for the effects of the parasites. Except "finding their way back to Commorragh alone", that's a bit excessive, and they are already mind-controlled, so it would be redundant.

    What worries me a bit is that a coven based around the use of the Umbra would perfectly fit in the themes of the Final Eclipse, but that we need to work their fluff a bit if we don't want to end up with two shadow/eldritch abominations-themes covens, while one would be enough.
    >> Anonymous 05/31/11(Tue)14:43 No.15115180
    >>15115047

    Agreed.
    Vicious, constantly chainging, blood hungry screaming hunter spears that easily pierse force fields, and can be trown at relativistic speeds. Who wouldn't want one.

    Points wise, they would need to be kinda costly, if we are implementing the throwing attac, as. Even if it is only one use, the throwing attac, or what I envisioned it to be, would be very powerful. I imagined it working as follows. The player chooses a target that the Dark Seer can see, then the player draws a straight line from from the Dark Seer, treough the target, to the edge of the board. Any units in this line automatically are hit, as the weapon trawels as such high speeds, making any kind of evasive movement impossible. I am not sure what saves the units should be allowed to do how ever.
    I Don't have the rule book at hand, so I cant really say how much damage the weapon should do, but it should be able to instantly kill any infatry units, and maybe even some venichles and mostorous creatures.

    Anyways, I am notvery sure about the damage. Logically, if the weapon is trawelling at almost light speed, it should be able to instagib anything that it hist, but that might not be very ballanced. Still, the fact that it can be only used once, and if it is costly enough to prevent spamming it on multiple dark seers, it might be ballanced as an extremely powerful gamechainging one shot weapon.
    >> Technomancer 05/31/11(Tue)14:49 No.15115238
    >>15115180
    Isn't that how beam weaponry works?

    or maybe rather the "action movie" version of the lascannon. It would work, but not insta-kill. More like a low-force, high AP blow, and it stops if one of the minis on the line resists.
    >> Anonymous 05/31/11(Tue)14:51 No.15115250
    >>15115180

    Oh, additionally, the player wishing to use the (needs a name)lance, should maybe roll scatter dice, to determine if the Dark Seer even hits it's target, or just roll to hit normally on the intended target, and then draw the straight line to the board edge. At that point, any unit on the line is automatically hit.

    in the instance that the Dark seer misses, the weapon is still going to go somewhere, so maybe at this point, the player should roll scatter dice, and then move the line to the direction the dice is pointing or something.
    Just throwing ideas around.
    >> Technomancer 05/31/11(Tue)14:53 No.15115263
    >>15115250
    too powerful, it needs to stop at the first failure. otherwise you can simply hit every single mini on the table.
    >> Anonymous 05/31/11(Tue)14:53 No.15115273
    >>15115238

    But if the weapon is moving at almost light speed, realistically, it would not be stopped by any armor.

    Of cource, gameplay ballance overrides the fluff, but I still wish we could someway implant the relativistic javelins that pierce strike cruisers.
    >> Anonymous 05/31/11(Tue)14:56 No.15115293
    >>15115263

    The units would need to be in a straigh line in order to do that, but nevertheles, you might be right. I still love the idea of unstoppable throwing spear tough.
    >> Technomancer 05/31/11(Tue)14:57 No.15115307
    >>15115273
    I think that, unless you give it a very very low force, it's broken, but again, I'm not a good rules-maker. All I can see is that if we follow the fluff of that thing, it can simply go on slaughtering everything on the table, pretty much like the Gae Bolga, actually, which makes it a fucking mass-destruction weapon.
    >> Anonymous 05/31/11(Tue)15:14 No.15115432
         File1306869286.png-(16 KB, 688x317, spear path.png)
    16 KB
    >>15115307

    Actually, I think it would be very hard to manage to kill more than couple units with the weapon, even if it was as powerful as you would expect it to be. I made this picture to illustrate this. Even without the cover (wich in this case blocks line of sight) , you would be unable to hit that many targets. Only way to instagib a large portion of the opposing army would be to manouver the dark seer to a paralel to the troops of the enemy, wich, I asume isn't very easy, for a lone Dark Seer.

    Of course, the Seer can be escorted, or go in a Venom as fast as it can to reach that position. Maybe the weapon should require the seer to not have moved during the earlier turn, in order for the weapon to be thrown?
    >> Anonymous 05/31/11(Tue)15:26 No.15115532
    >>15115432

    The way I see it working would basically be a high powered, one use sniper, that can remove one powerful threat, and if thrown smartly, take even more threats with one shot.

    If the Enlgihtened player manages to move the dark seer to a position, from wich it can snipe most of the imporant targets of the opposing army, despite being forsced to wait one extra turn in order to use the weapon, during wich the opposing player can move the target, so that they aren't parallel to oneanother. If the Enlightnened player still manages to snipe all the important units, I think he deserves that victory.
    >> Technomancer 05/31/11(Tue)15:32 No.15115590
    >>15115532
    This, but no instant-death or trajectory changes.
    >> Anonymous 05/31/11(Tue)15:34 No.15115607
    >>15115532

    In melee, weapon would maybe ignore inv-saves and wound on 2+, and maybe have rending to represent the fact that the weapon is activiley seeking to weak spots on its target. So it is basically an overglorified singing spear.
    >> Anonymous 05/31/11(Tue)15:43 No.15115685
    >>15115590

    Fair enough.
    Should the units be still instantly hit, and what saving rols should they be allowed to make?

    Also, the damage should still be high enough that most infantry will suffer instant death, if succesful wound is made with the throw. Larger creaures such as trygons ect, might not suffer as much even if a 10 foot spear travelling at relativistic speed just passed trough it. (realisticly, of course, anything in the tabletop scale hit by object of that size travelling with that speed would be utterly destroyed, but we must consider the ballance.)
    >> Anonymous 05/31/11(Tue)16:18 No.15115917
    >>15115685

    Bumban before I go to sleep.
    >> SC Guy 05/31/11(Tue)18:04 No.15116923
    Bumping. May or may not continue with stuff tonight, it's been a hell of a day, I'll see how I feel once I'm settled.



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