Magos Takatus Posted February 18, 2017 Share Posted February 18, 2017 Okay, so the background for Arco-Flagellants is that they are converted by the Adeptus Mechanicus from sinners selected by the Ecclesiarchy, who sometimes end up in the hands of Inquisitors. The question I'd like to explore is whether the Adeptus Mechanicus would create something similar themselves? Would they just be considered combat servitors? Is the Arco-Flagellent completely separate from "normal" servitors? How could you represent them in-game? It would be interesting to use the rules for an Eversor Assassin for a counts-as conversion, but would that be far too powerful according to the game rules? Just curious to see what people think about the subject. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/ Share on other sites More sharing options...
Tyriks Posted February 18, 2017 Share Posted February 18, 2017 Well in the Forge of Mars series a lone Arco flagellant keeps two Space Marines at bay and it seems like he might have won the fight had it not ended so an assassin might not be a bad choice. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4659968 Share on other sites More sharing options...
BassWave Posted February 18, 2017 Share Posted February 18, 2017 Assasin might be good for a special Arco flagellant. However, the run of the mill flagellant already has rules in Codex: Imperial Agents. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4660038 Share on other sites More sharing options...
A.T. Posted February 18, 2017 Share Posted February 18, 2017 How could you represent them in-game? If you wanted to recreate their old unit-mincing pre-5e rules use wulfen as an allied murderpack formation. Fluff wise they are a bit short-lived and inaccurate by the standards of the mechanicum, flaggelants are not intended to survive long after activation and can do little prior to that point. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4660045 Share on other sites More sharing options...
Charlo Posted February 19, 2017 Share Posted February 19, 2017 In game use the Imperial agents rules with a Priest. Pretty sure there is a detachment for just that. You can also put in Crusaders and Death cults as one big unit, using them as Shields and adding a bit more AP at high initiative to the force. They lack a transport, but hey ho. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4661006 Share on other sites More sharing options...
Perry Posted February 20, 2017 Share Posted February 20, 2017 If you like the design you could build a unit and 'counts as' one of the current Electro Priest units Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4661950 Share on other sites More sharing options...
Magos Takatus Posted February 21, 2017 Author Share Posted February 21, 2017 Some nice ideas here. Perhaps it would be interesting to kitbash one. The idea of using Electro Priest rules sounds interesting since the iconic image for Arco-Flagellants is wielding electro-flails. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4662250 Share on other sites More sharing options...
A.T. Posted February 21, 2017 Share Posted February 21, 2017 Some nice ideas here. Perhaps it would be interesting to kitbash one. The idea of using Electro Priest rules sounds interesting since the iconic image for Arco-Flagellants is wielding electro-flails. Is there a particular reason why you are avoiding the existing flagellant rules and models? Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4662258 Share on other sites More sharing options...
Magos Takatus Posted February 21, 2017 Author Share Posted February 21, 2017 Not really. I just remembered them from the old Inquisitor book and was interested in the background, since they were made by the Mechanicus for the Ecclesiarchy. There has been mention of assassins within the Mechanicus/Mechanicum that were separate from the temple assassins so I was just curious if the Cult Mechanicus would use the Arco-Flagellants and if they would be different from a typical combat servitor. I was more interested from a background/modelling point of view. I would like to do some kitbashing at some point but I'd need to find bits that look right. That said, I'm not that keen on the Arco-Flagellant models but they are okay. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4662288 Share on other sites More sharing options...
A.T. Posted February 21, 2017 Share Posted February 21, 2017 Mech-assassins are more advanced specialist units, and using something like the eversor would probably be suitable for them. Arcos are regular people who have been pumped full of lethal growth and combat drugs (in the sense that they will collapse dead soon after full activation) and been implanted with cybernetic weapon implants, artificial muscle, and other crude reinforcements like subdermal armour and injector rigs. Unlike servitors they still have a certain sense of free will, they have just been heavily reconditioned, drugged, and sent into a berserk frenzy. Combat servitors not far from being robots wearing people/clone bodies for skin, the organic components are a matter of tradition, principle, and fear of AI and artificial life. Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4662305 Share on other sites More sharing options...
Vel'Cona Posted February 21, 2017 Share Posted February 21, 2017 As I've said in other threads, my feeling is that the lines blur significantly between the different AdMech creations so much that you could reasonably make an argument for a mechanized/cybernetic version of nearly any Imperial unit and have it rationalized. As long as you apply the proper amount of tubing/claw hands/tank tracks I can't see many problems with converting models to meet up to the idea you have for "your" forgeworld. Oh, and get a cog on there somewhere, too! :D Link to comment https://bolterandchainsword.com/topic/331127-mechanicus-arco-flagellants/#findComment-4662402 Share on other sites More sharing options...
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