Results 1 to 5 of 5

Thread: My new DE Engines of Pain

  1. #1
    Scout
    Join Date
    Jul 2012
    Location
    Los Angeles
    Posts
    8

    DE Coven codex

    So in the entries for the Talos Pain Engine and the Cronos Parasite Engine it talks about the existence of other Engines of pain.


    The Coven side of the Dark Eldar fascinate me, especially the concept of the Engines of Pain. So I came up with a few new Engines and some other units and HQs to fill in some areas that i think are lacking in a pure coven list.


    HQ


    NOKTYRN, THE BLOOD FOOL
    ---205
    Once a Solitaire of the Laughing God, Noktyrn lost faith that Cegorach could claim his soul from She Who Thirsts. Fearing the devices of the Great Fool, he crafted a soulstone that could capture a Harlequin’s spirit before the Laughing God could get to it, and brazenly slew a Troup Leader. He took the soulstone and fashioned a device from it that projected that Harlequin’s spirit to anyone searching for him. Thus hidden, he made his way straight to Commorragh. Through a series of deceptions and guises he worked his way into the upper echelon of the Covens, seeking their dark knowledge to sustain his soul against the end that he had forsaken everything to avoid. Although Slannesh had taken his soul already, there was still a connection to it as long as Noktyrn lived, Through many foreboding rituals and gruesome sacrifices he succeeded in modifying his body’s connection to his soul to allow it to be replenished in his body in the same way that other Dark Eldar can. Slannesh continues to drain Noctyrn’s soul as fast as he can replenish it, so he is still in effect soulless like other Solitaires, but it is enough to keep She Who Thirsts from consuming him in entirety, buying him time to research a more permanent solution. His current line of research involves surrounding himself at all times with ravenous, blood spewing Haemovores. Noktyrn has become obsessed with blood, and the very smell of it thrills him enough to hold off the draw of Slannesh.
    WS: 5, BS: 5, S: 3, T: 4, W: 2, I: 8, A: 5, Ld: -, Sv: 6+


    UNIT TYPE: Infantry


    COMPOSITION: 1 (Unique)


    WARGEAR: Gnarlskin, Kiss of Death, Flip Belt, Hallucinogen Grenades,
    SHADOW SUIT: Noktyrn has the shrouded special rule, as well as the 5+ invulnerable save of the Holo-suit.
    THE KISS OF DEATH: This weapon is a Harlequin’s Kiss, modified with poisons and barbs that would make any Dark Kin tremble with jealousy. Close combat attacks by the Kiss of Death rend on 4+ instead of the usual 6+.


    SPECIAL RULES: Night vision, Power from pain, Fleet, Dance of Death, Altered physique
    SPIRITLESS: Noktyrn is not affected by anything requiring him to take a leadership test.
    SWARMS OF HAEMOVORES: Noktyrn starts the game with four swarms of Haemovores.




    HAEMOVORES
    WS: 2, BS: 0, S: 3, T: 2, W: 3, I: 2, A: 3, Ld: 2, Sv: -


    SPECIAL RULES: Fleet, Rending attacks, swarm
    FIELD OF BLOOD: The Haemovores surrounding Noktyrn are constantly vomiting blood at his feet. All units but Noktyrn’s treat the area 2” around Noktyrn’s unit as difficult terrain until his haemovores are dead.




    FURLYN, THE FLEDGLING ---140
    Furlyn is the youngest Dark Eldar to ever attain the status of Haemonculus, in her home Coven of the Ingested Razor as well as in all of Commorragh. She is wild and impulsive and possesses virtually none of the patience that marks her fellows. Her peers all look at her with a mix of scorn and uneasy astonishment at her combat prowess and sheer brilliance. They often mumble that she missed her calling as a Reaver, because she craves speed and adrenaline above all else. More concerning to the older Haemonculi however, is her influence on the other initiate Haemonculi and wracks. Her charisma draws many from the Coven into her reckless endeavours and her following grows every day. It might not be long before she has a coven of her own, at the other covens’ expense of course.
    WS: 4, BS: 4, S: 3, T: 4, W: 2, I: 7, A: 4, Ld: 9, Sv: 6+


    UNIT TYPE: Infantry


    COMPOSITION: 1 (Unique)


    WARGEAR: Gnarlskin,
    THE THREE SINGING WOES: Furlyn has two arcane knives that were gifted to her by a Haemonculus Elder that she brought under her sway, there are none like them, and the secret of their forging has been lost. Each time a blow is struck with one of the two Singing Woes, their third, immaterial sister will strike the opponent from behind. The Three Singing Woes are a power weapon that for every successful to hit roll, add another hit.


    SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique,
    SLEPNYR CAVALRY: Furlyn has designed a creature to fulfill her desire for speed. Any Haemonculi and Wracks in her army may be mounted on Slepnyr at 25pts/model. Slepnyr are Cavalry units that can move 2D6 in the assault phase, whether they are assaulting or not.




    KIRIYA FALAS, MATRON OF THE OCCULT TEMPEST---135
    The Coven of the Occult Tempest is constantly dreaming up new flesh fiends to fill their battlefields, and their enemies’ nightmares. Kiriya is the ancient founding Haemonculus, some whisper that her origins are from before the Fall. Her signature creations are the Maelstrom Whip Devils that join her whenever she ventures out on a raid.
    WS: 6, BS: 4, S: 3, T: 5, W: 3, I: 5, A: 3, Ld: 10, Sv: 6+


    UNIT TYPE: Infantry


    COMPOSITION: 1 (Unique)


    WARGEAR: Gnarlskin
    THE CYCLONE FLAILS: Kiriya’s weapon of choice are two basic Agonizers, but their potency has been increased tenfold. The Cyclone Flails wound on a 2+


    SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique,


    MAELSTROM GUARD: An army containing Kiriya unlocks Maelstrom Whip Devils as an Elite choice. Kiriya must start the game in a Maelstrom squad.




    MAELSTROM WHIP DEVILS -22pts/model
    WS: 5, BS: 1, S: 4, T: 5, W: 2, I: 5, A: 4, Ld: 3, Sv: 6+


    UNIT TYPE: Infantry


    COMPOSITION: 5-10


    WARGEAR: Gnarlskin
    RAZOR TENDRILS: Count as two close combat weapons with rending.


    SPECIAL RULES: Night vision, power from pain, Altered physique,


    SADON QUIVO, THE SEIGE LORD ---225pts
    Sadon is the head of the Coven under the Naked Sky, whose main focus in their flesh crafting are Engines of Pain. While there are engines conceived by other covens and used privately by them, most of the engines widely used by the Dark Eldar today can trace their original designs to the engines of the Coven under the Naked Sky. Sadon spends much of his time perfecting old designs and new prototypes and testing them out in mini-raids in Realspace. Because of this, all of the engines of pain fielded by the Coven under the Naked Sky are far superior to other coven’s cheap copies.
    WS: 4, BS: 4, S: 4, T: 5, W: 3, I: 4, A: 3, Ld: 10, Sv: 6+


    UNIT TYPE: Infantry


    COMPOSITION: 1 (Unique)


    WARGEAR: Gnarlskin, close combat weapon
    TREBUCHET: The Trebuchet hammer is a power maul that ignores armour saves.


    SPECIAL RULES: Night vision, power from pain, Independent Character, Altered physique
    SIEGE ENGINES: All Engine of Pain in Sadon’s army gain Armourbane and a 5+ invulnerable save.
    GIVER OF FIRE: As lover of a heavy weapons, Sadon’s favourite Engine is the Prometheus. He gave himself an organ that permanently links his mind to the minds of every Prometheus Pain Engine and Promethean on the battlefield. They no longer have the rule Awakened Slaves for as long as he is alive.


    ATLAS SYMBIOTE ENGINE[/b] --- 80pts
    Of all the Engines of Pain, the Atlas has the least autonomy. Without the mind of a Haemonculus to guide its actions it becomes little more than a flailing brute.
    WS: 2, BS: 2, S: 7, T: 7, W: 3, I: 1, A: 1, Ld: 10, Sv: 4+


    UNIT TYPE: Monsterous Creature


    COMPOSITION: 1 Atlas


    WARGEAR: Amoured carapace, Close combat weapon,
    HELLWOMB: The Haemonculus may inflict a wound on the Atlas to burst its Hellwomb. A flood of searing acids and toxins held within gush out, covering a large area in a deadly pool of bile. The blast area becomes dangerous terrain for the rest of the game. This attack takes place automatically against the embarked Haemonculus with no scatter upon the Atlas’ death if it has not yet been used.
    Range: 3", Strength: 2D6, AP: D3, Special Rules: Large blast, dangerous terrain, one shot, Scatters D6 on Atlas BS


    SPECIAL RULES: Night vision, power from pain, fearless, move through cover, jump
    HQ CHOICE: When you select an Atlas as an HQ you must take a single Haemonculus or Haemonculus Ancient as its passenger. No other Haemonculi may be taken in this slot.
    TRANSPORT: The Atlas has a transport capacity of 1. It has the assault rule. It has the open topped rule in regards to access and fire points and its armour save is reduced to 4+ to reflect the vulnerability in those areas. Units embarked treat any turn that the Atlas uses its jump move as though it moved at cruising speed. If the Atlas is killed, any unit within D6 of the Atlas, including the embarked one, takes a S4 AP- hit as the Atlas’s burning ichor splatters them.
    FLESH CHARIOT: The Atlas Symbiote engines act as a giant armoured warsuits for the Haemonculi, granting them far more power and endurance during raids than they would otherwise have. The Haemonculus uses the Atlas’s S, T, W, Ld, and Sv stats and close combat weapons while embarked, but its own WS, BS, I, A.
    ALOOF: Haemonculi who use such devices often do so because they desire to distance themselves from the ravel of their own raiding parties as well as the enemy. For as long as the Haemonculus is embarked on the Atlas they do not act as an independent character, or a character at all. Furthermore they may not use any of their own close combat weapons while embarked.
    MINDLESS: Once the Haemonculus has disembarked the Atlas will wander the battlefield aimlessly until it happens upon an enemy. Enough awareness was left to it that it will charge, but it is easily distracted and might turn away before it gets there. Roll the scatter dice to determine the Atlas’ movements. On a hit move it forward 2D6, otherwise move it 2D6 in the direction indicated. If the Atlas comes within 9” of an enemy unit role for a charge.


    OPTIONS:
    May take an additional close combat weapon-15pts
    May take the Hellwomb for free
    May replace one close combat weapon with one of the following:
    -Ichor injector-5pts
    -Scissorhand-15pts
    -Flesh gauntlet-20pts




    DEDICATED TRANSPORT


    KHARON CATALYST ENGINE
    --- 80pts
    While the Covens will at times deem to use forms of transport more traditional to the Dark Eldar, they often prefer to enter realspace inside a vehicle of their own twisted design. The Kharon is one of the many Engines of Pain employed by the Haemonculi, and its specific role is to push the warriors it carries into a pain-laced battle frenzy before they ever set foot on the battlefield.
    WS: 3, BS: 3, S: 5, T: 7, W: 3, I: 4, A: 2, Ld: 10, Sv: 4+


    UNIT TYPE: Monsterous Creature


    COMPOSITION: 1 Kharon Catalyst Engine


    WARGEAR: Amoured carapace, close combat weapon, Stinger pod
    TORMENT RACKS: The embarked unit is held in a harness lined with acid-coated barbs, which break off as the unit disembarks invigorating them with exquisite anguish. The unit gains a pain token when they disembark. The Kharon can only use this ability once as the barbs are embedded in the disembarked unit.


    SPECIAL RULES: Night vision, power from pain, fearless, move through cover, jump
    TRANSPORT: The Kharon has a transport capacity of 7. It has the assault rule. It has the open topped rule in regards to access and fire points and its armour save is reduced to 4+ to reflect the vulnerability in those areas. Units embarked treat any turn that the Kharon uses its jump move as though it moved at cruising speed. If the Kharon is killed, any unit within D6 of the Kharon, including the embarked one, takes a S4 AP- hit as the Kharon’s burning ichor splatters them.


    OPTIONS:
    -May replace Splinter pod with two Shredders-7pts
    -May be armed with one of the following:
    Twin-linked Liquifier gun -10pts
    Twin-linked Splinter cannon-15pts
    Twin-linked Disintegrator-20pts




    HEAVY SUPPORT


    PROMETHEUS ARCANE ENGINE
    --- 80pts
    If the Kharon could be compared to the Raider, then the Prometheus is surely the older brother to the Ravager. This formidable engine is the heavy weapons platform of the Covens. Any time a Haemonculus needs to bring a mountain of power to bear on his prey he deploys a Prometheus. In creating a Prometheus Arcane engine often several slaves will be grafted into one body, leaving the resulting creation with a form of gestalt consciousness and a greater degree of identity and intelligence in order to be capable of using the heavy weaponry and arcane wargear entrusted to it.
    WS: 5, BS: 5, S: 5, T: 7, W: 2, I: 4, A: 2, Ld: 10, Sv: 3+


    UNIT TYPE: Monsterous Creature


    COMPOSITION: 1 Prometheus Arcane Engine (2-5 Slaves)


    WARGEAR: Amoured carapace, close combat weapon


    SPECIAL RULES: Night vision, power from pain, fearless, move through cover, Gestalt consciousness, Awakened slaves
    GESTALT CONSCIOUSNESS: The slaves that make up the Prometheus remain separate entities, and the horror of their situation is not lost on them. Because of this, they do not get to fire the two weapons that Monstrous Creatures normally get to, but each of the slaves can fire its own weapon at its own target. If a wound is taken then a slave is lost, along with the ability to fire its weapon.
    AWAKENED SLAVES: Because of the heightened awareness that the Prometheus has of its situation, there is always the possibility that the some of the slaves' minds will awaken and will turn on their masters. If a Haemonculus is not within 12” of the Prometheus at the beginning of the player's turn roll a D6. On a roll of a one, one of the slaves awakens. The Prometheus cannot move as the slaves lose their unified purpose. The opponent may fire that slave's weapon for that shooting phase.


    OPTIONS:
    May select two pieces of Arcane wargear at Haemonculi prices
    -Animus Vitae -5pts
    -Casket of Flensing-10pts
    -Liquifier Gun-10pts
    -Vexator Mask-10pts
    -Scissorhand-15pts
    -Archangel of Pain-15pts
    -Hexrifle-15pts
    -Shattershard-15pts
    -Crucible of Malediction-20pts
    -Orb of Despair-20pts
    -Dark gate-25pts
    -Webway Portal -35pts
    May swap out its close combat weapon for two Blast pistols - 20pts
    May add up to three more slaves gaining a wound for each (starts with 2)- 25pts
    May be armed with one of the following per slave:
    -Splinter Cannon-10pts
    -Haywire blaster-12pts
    -Dark lance-15pts
    -Disintegrator-15pts




    FAST ATTACK


    APOLLYON NIGHTMARE ENGINE
    --- 60pts
    The Apollyon is one of the rarest Engines of Pain. The techniques required to create one of these fiendish creatures involve a far deeper knowledge of the mysteries of the psychic than most Dark Eldar allow themselves, dangerously flirting with breaking the Dark City’s one rule. The use of an Apollyon in combat also means burning away the mind of a psycher, which must be obtained after leaving the city. During raids the Nightmare engine will swoop down on enemy units in a hail of Torment grenades, then bombard their minds with a psychic-fueled blast of terror and agony, often leaving the squad immobilized with fear.
    WS: 3, BS: 3, S: 5, T: 7, W: 2, I: 4, A: 2, Ld: 10, Sv: 3+


    UNIT TYPE: Flying Monsterous Creature


    COMPOSITION: 1 Apollyon Nightmare Engine


    WARGEAR: Amoured carapace, close combat weapon, Psycher cage and Dreadbeam
    PSYCHER CAGE AND DREADBEAM: An enemy psycher is held in utter psychic torment within a cruel enclosure in the Apollyon’s chest. The Apollyon absorbs the psycher’s anguish and projects it into the minds of its chosen target. This attack is a template attack that for each model hit causes the effected unit(s) to take one test which is both a pinning test and a fear test.
    GLIMPSE OF THE ABYSS: A powerful enough Apollyon can use the psycher's shattered psyche to project horrific nightmares into the minds of others. This attack causes its victims to turn on those around them in a desperate attempt to defend themselves from their nightmares. The Apollyon makes a 12" blast attack, any model hit must take a leadership test. If it fails it throws down its weapons and makes one close combat attack against its unit using its base stats. After this attack it is removed as a casualty as its mind is consumed by fear.
    WITHERING GAZE: The Abaddon reaches into the psycher's mind and draws on its despair. It can project this despair into the minds of any creature it lays eyes on, robbing them of the will to fight. Chose a unit within 12", each player rolls a D6 and adds their leadership. If the enemy unit loses it is reduced to initiative 1 for the rest of the turn.


    SPECIAL RULES: Night vision, power from pain, fearless, move through cover.


    OPTIONS:
    -May take Withering gaze - 5pts
    -May take Torment grenade launchers – 10pts
    -May take Glimpse of the Abyss - 10pts




    PROMETHEANS --- 40pts/model
    The smaller, faster, and much lither siblings of the Prometheus Arcane Engine are the Prometheans. As their name suggests, Prometheans are merely smaller versions of the Prometheus, made with only one slave each. While the Prometheans do not have the advantage of multiple minds working together, the Haemonculi still granted them more higher brain functions than their other creations in order to be capable of using the heavy weaponry they are given.
    WS: 5, BS: 5, S: 5, T: 7, W: 1, I: 4, A: 1, Ld: 10, Sv: 3+


    UNIT TYPE: Jump Infantry


    COMPOSITION: 1-5 Prometheans


    WARGEAR: Amoured carapace, close combat weapon


    SPECIAL RULES: Night vision, power from pain, fearless, Awakened slaves, Jump
    AWAKENED SLAVES: Because of the heightened awareness that the Prometheans have of their situation, there is always the possibility that the some of the slaves' minds will awaken and will turn on their masters. If a Haemonculus is not within 12” of the unit at the beginning of the player's turn roll a D6. On a roll of a one, one of the slaves awakens. The Promethean squadron cannot move as the slaves lose their unified purpose. The opponent may fire that slave's weapon for that shooting phase.


    OPTIONS:
    Each Promethean may swap out its close combat weapon for two Blast pistols - 20pts
    Each Promethean may take one of the following:
    -Splinter Cannon-10pts
    -Haywire blaster-12pts
    -Blaster-15pts
    -Disintegrator-25pts
    -Dark lance-25pts
    Last edited by Crimsyn Seraph; 22-08-2012 at 08:15.

  2. #2
    Scout
    Join Date
    Jul 2012
    Location
    Los Angeles
    Posts
    8

    Re: My new DE Engines of Pain

    Any input anyone?

  3. #3
    Chaplain Gu Long: Ancient Dragon's Avatar
    Join Date
    Mar 2009
    Location
    Edinburgh, Scotland
    Posts
    191

    Re: My new DE Engines of Pain

    Not had time to have a full look, but looks good to me Love some of the ideas. The Apollyon especially sounds epic!

    Gu
    W/D/L '11
    2/0/0 - Hive Fleet Nihilus Vanguard
    4/0/0 - WAAAAAAGH! Gitsmak
    5/1/0 - Flesh Tearers Honour Company


    [\/]etalhead!!!!!!!!!!!!!

  4. #4
    Brother Sergeant RaShondala's Avatar
    Join Date
    Aug 2012
    Location
    Bristol, UK
    Posts
    67

    Re: My new DE Engines of Pain

    I think the Kharon would be open to abuse: you put your unit in, your unit out, in, out, in, out, and shake it all about, you do the broken transport and you gun them down, that's what it's all about!

    Especially because their intended users come with one.
    Quote Originally Posted by Johnnya10 View Post
    Mmmm… Emperor on toast.
    Quote Originally Posted by Spiney Norman View Post
    It doesn't matter really, over the last few years the word "finecast" has become synonymous with "poor quality models with frequent miscasts", at this point there probably isn't any word more insulting the range than "finecast" anyway.

  5. #5
    Scout
    Join Date
    Jul 2012
    Location
    Los Angeles
    Posts
    8

    Re: My new DE Engines of Pain

    Quote Originally Posted by Gu Long: Ancient Dragon View Post
    The Apollyon especially sounds epic!
    I'm glad you think so, it was the idea that started this expanded codex, and is still my favourite of all of them. : )

    Quote Originally Posted by RaShondala View Post
    I think the Kharon would be open to abuse: you put your unit in, your unit out, in, out, in, out, and shake it all about, you do the broken transport and you gun them down, that's what it's all about!

    Especially because their intended users come with one.
    Didn't think of that... Pretty easily solved by limiting the ability to one use per unit tho. Thank you for the input.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •