Unnatural Strenght and hammerhand

By Terentz, in Dark Heresy Rules Questions

He he he, that means a deamonicaly possesed chaos space marine psyker is one bad man indeed!

daispike said:

He he he, that means a deamonicaly possesed chaos space marine psyker is one bad man indeed!

Oh yes, I wouldn't want to go up against that. Well, not without some serious back-up and a sanctified powerfist and a bolter loaded with psycannon bolts. Oh and a friend whose an Untouchable as well.

Come to think of it, with the proper planning and appropriate Holy Ordos gear, Daemonically-Possessed-Chaos-Space-Marine-Psykers doesn't seem that scary. gran_risa.gif

You dont think that said space marine would just stand there and let you take him do you? what about his unatural int (not to mention his daemon weapon)demonio.gif

daispike said:

You dont think that said space marine would just stand there and let you take him do you? what about his unatural int (not to mention his daemon weapon)demonio.gif

... The Emperah Protects! lengua.gif

Seriously though. Yes a Chaos Sorcerer would be a scary adversary. But I don't know, Biomancy seems a bit wierd of a discipline for a Chaos sorcerer to get into. I'd think that divination, telepathy, telekinetics or pyromancy be their cup of tea (with telepathy and divination ebing the top two, since sorcerers like to possess people and see into the future).

Varnias Tybalt said:

Well then that settles it I guess. If Unnatural Toughness and Daemonic stack's accordingly to the rules, then Hammerhand and Unnatural Strength should stack the same way. There's no reason why they shouldn't.

Well, I've just changed all the daemon stats I've written up to account for this. I guess it is acceptable for a Bloodthirster to have a Toughness Bonus of 30 (Toughness 56, Unnatural Toughness x3, Daemonic) afterall...

As for Chaos Sorcerers... something I came up with a while ago, though my campaign ended before he could be revealed as part of it.

Nebmakhet, The Haruspex Tenebrae

The Tyrant Star is not solely a matter of interest to the Inquisitors of the Tyrantine Cabal. Others, or darker nature or intent are curious as to the nature of this phenomenon as well. Little is known, by any party, of the true nature of the object known as Komus, and though the Eldar seem to have some inkling as to what it may mean or represent, they are reticent to enter the Calixis Sector, let alone speak of the thing that haunts it.

Nebmakhet’s early life remains unknown—he might once have been a petty sorcerer-scholar in Magnus the Red’s legion, or he may be something else entirely. Regardless, it is not a matter he dwells upon, nor is it a matter recorded in any form accessible to the Imperium. If he was once of the Thousand Sons—and this is likely, considering that he is often accompanied by the automata-soldiers who comprise the bulk of that legion’s warriors—then only he and the Traitor Legion’s leaders will know for certain.

In the Calixis Sector’s history, a vessel identified as the Thousand Sons’ frigate Catastrophic Scrutiny has been sighted eleven times. On most of those occasions, the vessel managed to elude Imperial forces attempting to engage it, but twice it has been seen to suffer crippling damage and be subsequently destroyed, only to reappear some centuries later, with not a mark upon it.

Nebmakhet is a scholar-prophet, as far as any can tell, with a deep interest in the Tyrant Star—indeed, every one of his known appearances (and likely many further appearances unknown to the Imperium) has been near a world that had recently, or would shortly after, be subjected to the horrific presence of Komus. Some within the Inquisition initially believed him to be a possible source of the star’s movements, but his actions seem more investigative than causative, as if the matter is a mystery and source of curiosity amongst the servants of the Ruinous Powers as well as the Imperium.

Irrespective of his origins or intent, the Tyrantine Cabal would dearly love to see Nebmakhet captured and extensively interrogated, in order to gather whatever knowledge he has gleaned in his millennia of study. However, the sorcerer is too elusive to be so easily trapped.

WS BS S T Ag Int Per WP Fel
48 51 58 (8) 34 (6) 47 (4) 43 (4) 43 (4) 55 (5) 39 (3)
Movement: 5/10/15/30; Wounds: 24

Skills: Awareness (Per), Climb (S), Command (Fel) +10, Common Lore (Imperium) (Int), Forbidden Lore (Daemonology) (Int) +20, Forbidden Lore (Warp) (Int) +20, Interrogation (WP) +10, Intimidate (S) +10, Invocation (WP) +10, Medicae (Int), Psyniscience (Per) +20, Scholastic Lore (Astromancy) (Int) +10, Scholastic Lore (Legend) (Int) +20, Scholastic Lore (Occult) (Int) +10, Scholastic Lore (The Astartes) (Int) +20, Scrutiny (Per) +10, Speak Language (Low Gothic) (Int), Speak Language (High Gothic) (Int) +10, Speak Language (Prosperan) (Int) +20, Speak Language (Daemonic) (Int) +10, Survival (Int)

Talents: Ambidextrous, Basic Weapon Training (Bolt), Combat Master, Die Hard, Disarm, Favoured by the Warp, Hatred (Space Wolves Space Marines), Hatred (Xenos), Lightning Attack, Melee Weapon Training (Chain, Primitive), Pistol Training (Bolt), Power Well, Psy Rating 4, Sorcerer, Swift Attack, Takedown, Touched by the Fates (3 Fate Points), Two-Weapon Wielder (Melee, Ballistic).

Traits: From Beyond, Unnatural Strength (x2), Unnatural Toughness (x2)

Psychic Powers: Effective Psy Rating 5, including Sorcery.
Minor Powers: Distort Vision (8), Fearful Aura (7), Inflict Pain (8), Lucky (6), Precognition (6), Resist Possession (6), Revelation of Truth (13), Torch (5), Unnatural Aim (8), Warp Howl (8), Weaken Veil (9), White Noise (8)
Discipline Powers: Dowsing (11), Fire Bolt (11), Preternatural Awareness (9), Psychometry (16), Sculpt Flame (13), Wall of Fire (17)

Armour: Corrupted Astartes Power Armour (Head 8, Arms 9, Body 9, Legs 8). Note the armour provides +20 to Nebmakhet’s Strength (+2 SB, included) and increases his size to Hulking.

Weapons: Tainted Bolter with Inferno Bolts (110m; S/3/-; 2d10 E; Pen 5; Clip 30; Rld Full; Tearing, Warp Weapon), Force Staff (1d10+13 I; Pen 7; Balanced, Force Weapon, Psy Focus)

Equipment: 4 Bolter Magazines (loaded with Tzeentchian Inferno Bolts)

Threat Rating: Malleus Extremis

As noted above, Nebmakhet is often accompanied by a handful of Thousand Sons Chaos Space Marines, near-mindless automaton-warriors made from the souls and armoured suits of the Battle Brothers of the Thousand Sons legion as a consequence of the Rubric of Ahriman. Lumbering and lacking in initiative, they require the guiding will of a Sorcerer to make them truly effective in battle, though each one is still a formidable combatant in its own right.

WS BS S T Ag Int Per WP Fel
45 45 54 (8) 36 (12) 27 (2) 18 (1) 27 (2) 54 (5) - (0)

Movement: 3/6/9/18; Wounds: 27

Skills: Awareness (Per), Psyniscience (Per), Speak Language (Prosperan, understand only) (Int)

Talents: Basic Weapon Training (Bolt)

Traits: Auto-stabilised, Daemonic (TB 12), Dark Sight, From Beyond, The Stuff of Nightmares, Unnatural Strength (x2), Unnatural Toughness (x2)

Armour: Corrupted Astartes Power Armour (Head 8, Arms 9, Body 9, Legs 8). Note the armour provides +20 to the warrior’s Strength (+2 SB, included) and increases its size to Hulking.

Weapons: Tainted Bolter with Inferno Bolts (110m; S/3/-; 2d10 E; Pen 5; Clip 30; Rld Full; Tearing, Warp Weapon), Armoured Fists (1d5+5 I; Primitive)

Equipment: 4 Bolter Magazines (loaded with Tzeentchian Inferno Bolts)

Threat Rating: Malleus Majoris

N0-1_H3r3 said:

Well, I've just changed all the daemon stats I've written up to account for this. I guess it is acceptable for a Bloodthirster to have a Toughness Bonus of 30 (Toughness 56, Unnatural Toughness x3, Daemonic) afterall...

Then again, that's a bloodthirster for ya. You'd need Lascannons, plasma cannons, sanctified über-force swords, psychic powers, heavy ordnance or similar weaponry to actually hurt it. (yes, im counting on a few Righteous Fury rolls for these weapons. Las Cannon alone rolls 5d10 so it's not that off to expect a Righteous Fury or two)

Varnias Tybalt said:

N0-1_H3r3 said:

Well, I've just changed all the daemon stats I've written up to account for this. I guess it is acceptable for a Bloodthirster to have a Toughness Bonus of 30 (Toughness 56, Unnatural Toughness x3, Daemonic) afterall...

Then again, that's a bloodthirster for ya. You'd need Lascannons, plasma cannons, sanctified über-force swords, psychic powers, heavy ordnance or similar weaponry to actually hurt it. (yes, im counting on a few Righteous Fury rolls for these weapons. Las Cannon alone rolls 5d10 so it's not that off to expect a Righteous Fury or two)

Remember, Righteous Fury still needs to be confirmed... on a terrified Guardsman operating a Lascannon, that may be less likely than is normally the case.

Bloodthirsters

Rage Incarnate. High-Handed Slayers. Lords of Slaughter. Wrath Given Form. By these names and more are Khorne’s Greater Daemons known. They are towering avatars of death and destruction, roaring behemoths of warfare bound into terrifying form. There are few alive who can stand before their might and survive; fewer who can triumph against such a monstrosity.

Their massive armoured and muscular bodies contain unrestrained physical might, their contorted faces exhibit nothing but rage and malice, and every aspect of their bodies is a living instrument of death, from their great tusks and fangs, to their horns and claws, the talons of their mighty wings, their iron-shod hooves, and simply their mass and raw ferocity. As if that was not enough, however, they wield great and terrible weapons with which to slay in Khorne’s name. Massive axes and swords of vast power, forged in the flames of the Blood God’s fury and containing the bound essence of other mighty daemons are commonplace amongst Khorne’s Greater Daemons, but long barbed whips, throwing axes and other tools of destruction aside are also employed.

When a Bloodthirster appears on a world, reality shudders under its presence, the abhorrence of such a creature causing the laws of nature to rebel nearby. The arrival of such a monstrous creation upon a battlefield results in panic as men flee for their lives or blaze away with whatever weapons are to hand in the desperate hope of driving off such a deadly foe.

WS BS S T Ag Int Per WP Fel
88 32 64 (24) 56 (30) 56 (5) 64 (6) 64 (6) 72 (7) 32 (3)

Movement: 7/14/21/42 or 10/20/30/60 when Flying; Wounds: 48

Skills: Awareness +10 (Per), Command +20 (Fel), Dodge +10 (Ag), Forbidden Lore (Daemons) +20 (Int), Forbidden Lore (Warp) +20 (Int), Intimidate +20 (S), Psyniscience (Per), Scholastic Lore (Tactica Imperialis) +20 (Int), Speak Language (All) +10

Talents: Battle Rage, Berserk Charge, Combat Master, Crippling Strike, Crushing Blow, Disturbing Voice, Dual Strike, Frenzy, Furious Assault, Lightning Attack, Lightning Reflexes, Melee Weapon Training (Primitive), Mental Fortress, Precise Blow, Resistance (Psychic Powers), Strong-minded, Sure Strike, Swift Attack, Talented (Command), Talented (Intimidate), True Grit, Two Weapon Wielder (Melee)

Traits: Brutal Charge, Daemonic (TB 30), Dark Sight, Daemonic Presence, Embodiment of Slaughter*, Enormous, Fear 4, Flyer (10), From Beyond, Fuelled By Slaughter, Natural Weapon (Itself, see below), The Stuff of Nightmares, Unnatural Strength (x4), Unnatural Toughness (x3), Warp Instability

Daemonic Presence: Reality rebels when a Bloodthirster is near, causing objects to bleed and heat up for no reason, enhancing the sounds of battle to the point where it is almost deafening, and inspiring inexplicable feelings of rage within all creatures. All characters within 72 metres of a Bloodthirster suffer a -10 penalty on Willpower Tests.

Embodiment of Slaughter: Daemons of Khorne are the aethyric manifestations of rage, fury and the desire to kill. For them, unending rage is as natural as breathing is to a human. A creature with this trait can enter a Frenzy as a Free Action.

Fuelled by Slaughter: Every time a Bloodthirster slays a living creature, it regains 1d10 wounds.

Weapons: Horns, Tusks, Fangs, Claws, Hooves, and sheer Ferocity (1d10+26 R or I; Unwieldy), Axe of Khorne (3d10+33 R; Pen 9; Tearing, Warp Weapon, +5 to Critical Results, ignores all armour, psychic defences and fields, and enemies wounded must pass a Challenging (+0) Toughness Test or be immediately slain), Whip of Khorne (10m; 1d10+26 R; Pen 6; Snare, Flexible, Tearing. Range is the reach of the weapon.)

Axe of Khorne: Axes of Khorne are massive weapons, too large for a human to wield and containing the bound essence of another Bloodthirster of Khorne. These weapons deal 3d10 R damage, Pen 4 as standard, and contain a Daemon with a WP of 72, conferring the Hungering, Sharp as Sin, Warp Touched and Aethyric Render attributes. This is summarised above.

Armour: Bronze Armour of Khorne (All 8, counts as having Hexagrammic Wards (Inquisitor’s Handbook, page 189))

Threat Rating: Malleus Terminus

You'll notice that every characteristic is a multiple of 8, and that this thing is utterly and irredeemably destructive. At close quarters, I wouldn't expect anything less than a squad of Grey Knight Terminators (Psy Rating 3, Fearless, AV 14, Hexagrammic and Pentagrammic Wards to allow it to keep some of it's protection against Warp Weapons and psychic attacks, +40 Strength, Blessed Pentagrammic-Warded Best-Quality Force Great Weapons (2d10+18 R, Pen 7, ignores Daemonic, causes Malediction on Critical Hits) including Mighty Strike) to stand a chance of bringing such a creature down. And that's assuming heavy casualties.

At range, specialist anti-daemon weaponry (Psycannon Bolts in a Heavy Bolter, though you still need to roll high to get past the remaining toughness and armour) are a good option as are heavy anti-tank weapons. Most importantly, you need crews who will not panic at the sight of it - challenging when faced with a creature with Fear 4 and Daemonic Presence.

At range, specialist anti-daemon weaponry (Psycannon Bolts in a Heavy Bolter, though you still need to roll high to get past the remaining toughness and armour) are a good option as are heavy anti-tank weapons. Most importantly, you need crews who will not panic at the sight of it - challenging when faced with a creature with Fear 4 and Daemonic Presence.

High level troop leader archetypes (Lord Marshal, Commander, Redemptionist, Legatine) could do it with their Into The Jaws Of Hell. Though come to think of it, they'd have to make the fear test themselves first... no problem for a Sister or a Redemptionist, but the others...

Well, they could have Fearless, or jack themselves up on Frenzon.

Hodgepodge said:

Well, they could have Fearless, or jack themselves up on Frenzon.

It's hard to be an insightful tactician when you're on Frenzon.

And fearless isn't exactly a commonplace talent. It appears on Space Marines, though, which presumably explains why they're more frequently successful against Daemons than guardsmen are...

N0-1_H3r3 said:

It's hard to be an insightful tactician when you're on Frenzon.

And fearless isn't exactly a commonplace talent. It appears on Space Marines, though, which presumably explains why they're more frequently successful against Daemons than guardsmen are...

Besides, the Emperor does not shine upon fearless men. The Emperor want's us to feel fear, but manage to conquer it when fighting the enemies of mankin, no matter how horrible they might be. Fearlessness is nothing, but conquering your fears on the battlefield is the mark of true piety! gran_risa.gif

Just recently this happened to my character she's a psyker with Biomancy as primary discipline (and all ten core book powers). Usually in combat winds up using cellular control and hammerhand to get a 50 strength and the x4. While activating Hammerhand rolled a peril and gained one corruption putting me at 31. I failed to resist mutation and ended up rolling 100 then rolled the Hideous Strength major mutation and preceded to turn several deamons into daemon paste. Of course at that point the party presumed I was possessed and attempted to neutralize/kill me >.> (they've had another player become possessed and act completely normal). It should also be noted that this is a very dangerous character to have standing next to you since she has two-weapon Wielder (melee) and Lightning Attack along with step aside and wall of steel :o