Results 1 to 6 of 6

Thread: Reimagining the Avatar of Khaine

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Chapter Master Hellebore's Avatar
    Join Date
    Apr 2005
    Location
    Australia
    Posts
    16,089

    Reimagining the Avatar of Khaine

    I thought, rather than just give him a different statline and rules, perhaps look at what he is and how he works and create an interesting thematic option.

    So I've come up with a staged approach to Khaine's awakening, reflecting how much power he has absorbed since waking up. Thus there are 3 types of Avatar, each from a different point in its awakening.

    The first and second are the most common during skirmishes and prolonged conflicts. The third is a rare point where the avatar has been awake for so long that it has swollen with power and the souls of the dead. Generally only great battles at the crossroads of destiny see Avatar's reach this power level (Haranshemash for example).

    power 13
    Khaine Awakened see codex


    power 15
    Khaine Enraged

    M8” WS2+ WS2+ S7 T7 W10 A6 Ld9 Sv 3+
    • Ancient Doom, Battle Focus (pg 79)
    • Molten Body: Roll a D6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 5+ that wound is ignored.
    • Khaine Awakened: Friendly ASURYANI units within 12" of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units.
    • Daemon: The Avatar of Khaine has a 5+ invulnerable save.


    Aspects embodied: the avatar can choose to embody one of its aspects during each phase of the turn:
    • Dire avengers: +1 invulnerable save
    • howling banshees: , advance and charge, no overwatch
    • Striking scorpions: target takes 1d3 mortal wounds in melee
    • Reapers: doom shooting Range 36” assault 3 S6 AP -3 D3
    • Fire dragons: re-roll 1s against vehicles and monsters
    • Swooping hawks: ignore terrain, +2 Movement


    damage
    Code:
    wounds Movement 	Strength 	Attacks
    7-10		8” 	         7		6
    4-6		7”	         6		5
    1-3		6”	         5		4


    power 17
    Khaine The Bloody Handed
    M* WS2+ BS2+ S* T8 W12 A* Ld 10 Sv 2+
    • Ancient Doom, Battle Focus (pg 79)
    • Molten Body: Roll a D6 whenever the Avatar of Khaine suffers a wound or mortal wound. On a 4+ that wound is ignored.
    • Khaine Awakened: Friendly ASURYANI units within 12" of the Avatar of Khaine do not take Morale tests, and you can re-roll failed charge rolls for these units.
    • Daemon: The Avatar of Khaine has a 5+ invulnerable save.


    Wailing doom annihilation: range 24” Assault 2 S10 AP-5 D1D6 roll 2D6 pick highest
    Wailing doom inferno: range 12” Assault 2D6 S5 AP -2 D1 auto hits
    Wailing doom: melee S+2 AP-5 D1D6
    Wailing doom sweeping fire melee: 0 -2 1 make 2 hit rolls for each attack instead of 1

    Aspects embodied: the avatar can choose to embody one of its aspects during each phase of the turn:

    • Dire avengers: +1 invulnerable save
    • howling banshees: , advance and charge, no overwatch
    • Striking scorpions: target takes 1d3 mortal wounds in melee
    • Reapers: doom shooting Range 36” assault 3 S6 AP -3 D3
    • Fire dragons: re-roll 1s against vehicles and monsters
    • Swooping hawks: ignore terrain, +2 Movement




    damage
    Code:
    wounds Movement 	Strength 	Attacks
    7-12		10” 	         8		7
    4-6		8”	         7		6
    1-3		6”	         6		5
    Last edited by Hellebore; 20-11-2018 at 20:42.
    "Humanity's Insignificance pales in comparison to its Ego." (Sir Rumplestiltskin)

    "The capacity to think does not assign importance to your thoughts, it merely indicates you can." (Sir Rumplestiltskin)

Posting Permissions

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