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Showing results for tags 'Daemon Engine'.
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So, here's the deal. Tomorrow, I'm going up to my FLGS to adopt a Fiend box. It's been sitting on their shelf all by its lonesome all this time, and it needs some friends, so I'm buying it, taking it home and building it for my Word Bearers. The question is... how should I build it? Should I go for the sheer visceral joy of having two Thunder Hammer equivalents and a swarm of mechanical tendrils, or perhaps the Thunder Hammer equivalents and a pair of magma cutters to make quick work of tougher foes? Maybe a set of Ectoplasma Cannons - three, of course - to burn through the enemy in the name of the Architect of Fate, or perhaps a pair of Hades Autocannons to cut through hordes like butter and a daemonic maw in case it gets into melee?
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Bringing these big boys back to the Thousand Sons. The hereteknical semi-sophont machine spirits inside have become daemons in the 10,000 years since Prospero burned, and their armaments have gained inferno shells, but they otherwise function pretty much as they used to. And they needed a snappier, more Chaos-y name for the 41st Millennium, so... here are the Aethermind Automatons! I'm honestly kind of confused as to why Forge World haven't produced datasheets for units like these or the AdMech 30k models; it seems like it couldn't hurt sales. I originally used the Kastellan statline as a basis for these, but downgraded them back to the original 4 wounds, 2 attacks when I realized how hard it was to distinguish 6 wound, 3 attack stompy robots from... well, regular Hellbrutes. Instead they're basically the Thousand Sons' answer to Obliterators or Centurion Devastators. These guys aren't infantry, can't ignore cover, and need to be babysat if you want them going anywhere – otherwise, they're pretty much the same as Devastators in terms of durability, role, loadout, and so on. Aethermind Automatons (Heavy Support, Power Rating 5) This unit contains 1 Aethermind Automaton. It can include up to 4 additional Aethermind Automatons (Power Rating +5 each). Each Aethermind Automaton is armed with achean claws, two inferno boltguns, and a mauler inferno cannon. Weapons Wargear Options Any model may replace its soulreaper cannon with an aether-flame cannon.Abilities Warp-flux Shield: All models in this unit have a 5+ invulnerable save. Crystalline Clarity: This unit does not suffer penalties for moving and shooting Heavy weapons. Psi-Locus: When a friendly THOUSAND SONS PSYKER within 12" of this unit successfully manifests a psychic power, you can resolve the power (for the purposes of range and line of sight) as though it had been manifested by one of the models in this unit, instead of the psyker. If such a psyker suffers Perils of the Warp, this unit immediately suffers D3 mortal wounds. Sorcerous Control: When this unit Advances while within 6" of a friendly THOUSAND SONS PSYKER, add 6" to its Move characteristic for that Movement phase instead of rolling a dice. In addition, it can still shoot and/or charge that turn, despite Advancing. Keywords Faction: CHAOS, TZEENTCH, HERETIC ASTARTES, THOUSAND SONS Keywords: VEHICLE, DAEMON, DAEMON ENGINE, AETHERMIND AUTOMATON Points Costs Aethermind Automaton: 50pts Achean claws: 0pts Inferno boltgun: 2pts Mauler inferno cannon: 11pts Aether-flame cannon: 21pts
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From the album: Call of Chaos
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From the album: Teetengee Chaos
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- Daemon Engine
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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- Daemon Engine
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From the album: Teetengee Chaos
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- Daemon Engine
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Word Bearers
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From the album: Word Bearers
From the Fires of Ghalmek, a podium has been raised to have the Word be spread all over the galaxy!-
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From the album: ETL _WIP (Old)
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- Chaos Decimator
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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From the album: Teetengee Chaos
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