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Druid of the Thistle


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Fox Claws proto IA

 

Druid of the Thistle

 

Points:100 points

 

Young as it may be, The Fox Claws have still managed to find themselves a rather potent and sizable cadre of psychically powerful individuals among the inductees of the chapter. Normally within the culture of Erus such individuals are found and mentored by powerful druids, keeping alive an age old tradition of scholars, counselors and scientists that has formed the backbone of normal life on the world. In changing the chapters methods Lugh decided that the druidic way of life was a perfect reflection of Corax himself, wise and learned scholars, powerful warriors and potent politicians all rolled into one focused individual. It was in this way that the Druidic circles were formed, with the psychers among the chapter casting off the mantle of Librarian and accepting their role as Druids of the Thistle.

 

Like their sibling orders, Druids of the Thistle live apart from the chapter at large. They have made the forests of Erus their home so that they can better commune with nature, and often help influence life for the people, both by training those psychers who failed to find their way into teh chapter in the ways of hte druid, or by helping spark the rivalries that Lugh has insisted upon so that the clans would continue to improve and advance. Most of all though the Druids of the Thistle act as advisers to the Ri using their psychic powers of divination along with their more practical wisdom and understanding. Because of this unique insight Druids of the Thistle are seen as even more valuable assets to the chapter than those of other orders. It is rare for the Ri to call upon one this circle to actually serve in combat unless the need is indeed dire. When in battle Druids of the Thistle prefer to use their powers to alter the landscape and create a situation in which their brothers can more easily strike at their foes. Even the most aggressive and violent Druid will usually have at least one talent for shaping the world around him, thanks to the time each one spends communing with nature.

 

Druid of the Thistle WS: 4 BS: 5 S: 4 T: 4 W: 2 I: 4 A: 2 LD: 10 Sv: +3

 

Unit Composition: 1, Druid of the Thistle

 

Unit Type: Infantry

 

Wargear

 

A Druid of the Thistle may take up to 100 points of additional wargear

 

Bolt Pistol

Silverthorn Staff (counts as force weapon)

Power Armor

Frag and Krak Grenades

Ogham Stone

 

A druid of the Thistle may replace his Bolt pistol with: (use costs for librarian in Codex: Space Marines)

 

Bolter: Free

Storm Bolter

Combi Weapon

Sniper Rifle: 5 points

Plasma Pistol

Storm shield

Upgrade to Hirophant: ((count as Epistolary))

Master Seer: +50 points

 

In addition A Druid of the Thistle may take:

 

Jump Pack

Space Marine Bike

Melta Bombs

Cammo Cloak: 3 points

 

 

Special Rules:

 

And they shall know no fear

Infiltrate

Scout

Acute senses

Independent Character

Psycher

 

Ogham Stone:

 

The few Psychers that have been found upon the surface of Erus are considered a valuable asset to the chapter not only for their combat prowess but also for their abilities to see things that are unforeseen. In the days of of Bres this was usually preformed by way of the Emperors Tarot. However after the adoption of Druidic practices among the Psychers of the chapter, they have instead begun using items more suited to their traditional role among the Chapter. An Ogham stone is a special artifact carved with various letters among the Erusian alphabet, which most of its people believe is sacred. By using the power of the stone a Druid of the Thistle may use the casting of sticks to invoke a number of strange powers based on the results of the casting. Because this skill is greatly effected by the ebb and flow of the warp itself, it is nigh on impossible for a Druid to predict exactly what kind of power the stone will draw forth, if any. A wise druid knows that the stone is a useful tool, but not something to be relied upon.

 

At the beginning of your turn roll a D6. Apply the results rolled according to the table below

 

1: Miscast: No letters were found, nothing happens

2. Minu: A Druid of the Thistle and all units attached to him gain a the Fearless special rule until the end of your turn.

3. Iodhadh: The Ogham stone is treated as a Psychic hood until end of turn.

4. Straif: The Druid of the Thistle and all units attached to him gain the Furious charge rule until end of turn.

5. Tinne: The Druid of the Thistle and all troops he is attached to gain a +4 invulnerable save

6. You may choose which ability the Druid of the Thistle takes.

 

Druid of the Thistle Psychic powers:

 

Shroud of Night:

 

Drawing upon the winds and atmospheric forces of a planet a Druid of the Thistle can create a localized shroud of darkness which can give their brothers a distinct advantage in combat. Measure a circle wtih an 18" radius centered on the Druid. Until the beginning of your next turn this Area is under the effects of the Night Fighting rules. Anyone firing into this area of night from the outside is still limited by the same rules.

 

Featherstep:

 

The Druid of the thorn is capable of temporarily boosting the strength, focus and motor control of his brothers simply though force of will alone. This power is used at the beginning of the turn. Choose one unit within 6" of the Druid of the Thorn. that unit gains the Relentless special Rule until the end of the turn, however they may not assault in the assault phase.

 

Lavaspout:

 

By focusing his immense psychic power on the flowing molten rock located beneath his feet a Druid of the Thistle can pull forward a small but powerful gout of molten rock that cascades from the earth like a pinprick wound and pools up, catching thing unfortunate enough to be in its wake.

 

During the Shooting phase choose a target unit with line of sight to the Druid. This attack is resolved with the statistics below. Furthermore place a maker on the ground where the blast template was. This now becomes impassible Terrain. Any unit who would still be on this Terrain after damage was dealt is moved to the closest edge of the Terrain instead.

 

Range: 30" S:7 AP:1 Heavy 1, Blast, Melta

 

Tredbind:

 

By drawing out roots, vines, leaves and other vegetable matter in massive amounts a Druid of the Thistle can quickly ensnare and capture a vehicle wreaking havoc with those within. During the shooting phase designate one vehicle the Druid has Line of Sight with that is within 12" of a Terrain piece. that Vehicle suffers a Crew stunned result. Skimmers instead take a glancing hit

 

Iron Hedge:

 

Be it trees and tall grass or street pavement and water pipes there is always something that can be used to hide behind somewhere. Activate this power before your movement phase. A Druid of the Thistle may not move in the movement phase when he activates this power. Roll 1D6. on a 1, the power fails to create any cover. on a 2-3 lay down a piece of +5 cover up to 6" in length. On a 4-5 put down a piece of +4 cover of the same length. On a roll of 6 put down a piece of +3 cover. Terrain placed this way must have at least one surface within 12" of the Druid. This cover is permanent and subject to all rules in the Warhammer 40K core rulebook.

 

Windwalk:

 

Although not an ideal form of movement a Druid is able to move himself and those around him on the currents of the wind. The Druid of the Thistle and any troops he is attached to may move until the end of the next round as if they were wearing jump packs.

 

Master Seer:

 

The ability to see what has yet to pass is considered the highest art among the Druids of the Thistle. Those who have gained the greatest mastery in use of the Ogham stone are given great respect and honor among their brothers and often revered in the same way as Hirophants regardless of age or experience.

 

When a Druid of the Thistle with this ability rolls for his Ogham stone, he may choose to reroll the result. He must accept the second result even if it is the same.

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Seeing stones are worth nearly 50pts by themselves- moral tests, leadership tests, attribute tests, difficult terrain tests... its incredibly powerful. Certainly not good for standard equipment if you want to follow the "marines HQs are 100pts each" approach.

 

Shroud of night should probly just be a certain radius around him... remeasuring table quarters is a bit.. awkward. Also, what happens if hes on the edge of two table quarters? No... something like 18" would probly be best.

 

Featherstep is powerful... but as long as you clarify it doesnt change the rules for assaulting out of a transport I think its ok.

 

Lavaspout seems a little clunky. I dont know how to reword it though... but keeping a squad pinned to one spot until the afflicted member dies is way to powerful. Remember- a model cant move through impassable terrain... so could never leave the spot he was getting hit by.

 

Tredbind should probly state "in LOS". And perhaps state within a certain distance of a terrain peice.

 

Iron Hedge is powerful... but not horribly so. I would again state it needs a range set on it... and part of the peice if terrain must be within that range. No greater than 18" too.

 

Windwalk is an interesting idea... Im undecided on its value though. Ill probly get back to you later. Note that its Synergy with Featherstep is HUGE... move 12", rapid fire, assault.... from the other side of impassable terrain or heavy cover? Wow.

Seeing stones are worth nearly 50pts by themselves- moral tests, leadership tests, attribute tests, difficult terrain tests... its incredibly powerful. Certainly not good for standard equipment if you want to follow the "marines HQs are 100pts each" approach.

 

Shroud of night should probly just be a certain radius around him... remeasuring table quarters is a bit.. awkward. Also, what happens if hes on the edge of two table quarters? No... something like 18" would probly be best.

 

Featherstep is powerful... but as long as you clarify it doesnt change the rules for assaulting out of a transport I think its ok.

 

Lavaspout seems a little clunky. I dont know how to reword it though... but keeping a squad pinned to one spot until the afflicted member dies is way to powerful. Remember- a model cant move through impassable terrain... so could never leave the spot he was getting hit by.

 

Tredbind should probly state "in LOS". And perhaps state within a certain distance of a terrain peice.

 

Iron Hedge is powerful... but not horribly so. I would again state it needs a range set on it... and part of the peice if terrain must be within that range. No greater than 18" too.

 

Windwalk is an interesting idea... Im undecided on its value though. Ill probly get back to you later. Note that its Synergy with Featherstep is HUGE... move 12", rapid fire, assault.... from the other side of impassable terrain or heavy cover? Wow.

 

Thanks alot for the help. I tweaked everything out so its at least better, took alot of your advice.

 

I realize that the power combination is going to make Devastators absolutely absurd, but I think its better now that they can't assault after, since that was more my intention.

 

Also not sure if the new version of the Seeing stone works. I think it really balanced it out (since now you might get a worse roll) but I like the idea of affecting tests rather than just affecting other powers or the like.

Let me get this straight. You made a power that's like Bolt of Change, but with a longer range, blast, and melta, as well as special effects. Something's wrong with that...

 

Bolt of Change:

Range: 24" S:8 AP:1 Assault 1

 

Lavaspout:

Range: 30" S:7 AP:1 Blast, Melta (Assault 1?)

 

I'll flip through the rest later, but right now...

Well I haven't read bolt of change, but its supposed to be a Heavy, though if the other power you take is featherstep That is still technically assault, only without an actual assault. I think I forgot to put that in for a few powers, which is what happens when you start a project when you wake up, leave it, and then finish it right before bed.
So nothing at all similar to a psychic hood?

 

Well it is similar in the sense that it is a special item that the druids have that let them utalize their psychic powers to a beneficial end, however Fluff-wise they are seen more as advisers, sages and scholars. The Ri doesn't want his brightest minds going out into combat as often because he depends on them to help give wise council. The Seeing stone is something the odd non-marine druid on Erus would have, though not nearly as refined. Its supposed to be one of the things that sets them apart from the codex chapters, even if it is only in a small way.

So nothing at all similar to a psychic hood?

 

Well it is similar in the sense that it is a special item that the druids have that let them utalize their psychic powers to a beneficial end, however Fluff-wise they are seen more as advisers, sages and scholars. The Ri doesn't want his brightest minds going out into combat as often because he depends on them to help give wise council. The Seeing stone is something the odd non-marine druid on Erus would have, though not nearly as refined. Its supposed to be one of the things that sets them apart from the codex chapters, even if it is only in a small way.

What about a Ward Stone?

 

Have several kinds of stones, or if you prefer, perhaps a d6 to represent the Ogham.

So nothing at all similar to a psychic hood?

 

Well it is similar in the sense that it is a special item that the druids have that let them utalize their psychic powers to a beneficial end, however Fluff-wise they are seen more as advisers, sages and scholars. The Ri doesn't want his brightest minds going out into combat as often because he depends on them to help give wise council. The Seeing stone is something the odd non-marine druid on Erus would have, though not nearly as refined. Its supposed to be one of the things that sets them apart from the codex chapters, even if it is only in a small way.

What about a Ward Stone?

 

Have several kinds of stones, or if you prefer, perhaps a d6 to represent the Ogham.

 

that is.... a really great idea actually! I have no idea why it didn't come to me before. I guess I was just too fixed on the merlin sending stone thing, which really didn't fit as well thematically.

 

Thanks alot GM, that is one huge spark of inspiration. I'll get on that right away.

  • 3 weeks later...

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