Savrix, need opinions on new race for DH and some of their stats

By Inquisitor Augustus Pike, in Dark Heresy Gamemasters

Hey again everyone this is related to my ai unit post. The Savrix are arthropods, they all have natural hard exoskeletons that protect their gushy insides. The average citizens of the Savrix Males roughly 5' 6" to 6', Females 5' 5" to 5' 8" (females also have flesh like chords coming out of their skulls, pheromone producing organs), all savrix have a kind of greyish white exoskeleton. The Savrix are a bit older than the tau (i havent figured out an exact age maybe about 4000 years older), Through their pre history there was constant infighting among the race on thier homeworld. As their technology slowly grew they found that there was another populated planet in thier local system that was hostile (native race there attacked them when they landed). This triggered a certain Nationalistic idea among all Savrix. They banded together (cause if they didnt theyd never win) and entered their first conquest as a global Savrix empire. They emerged victorious, but not satisfied. The Savrix wanted more conquest. Savrix are a very elitest, imperialistic, and militaristic culture (ironicaly like the Imperium of man ha). The Savrix have been recently attacking fringe worlds of the Calixis sector. They have conquered other planets in their local sector, some of them bacwwater human worlds, and imperial outpost worlds. They are a growing threat to the imperium of man.

Savrix Military- After their first conquest over the Golgans (natives of that planet) they assessed what they needed to do to have an effective military. The Warlord/Noble run government came up with a law. All Savrix couples need to produce atleast one male child every 2-3 months (doesnt take long for justation, and they take the children as babies), or hand over a female child with the psyker mutation (more on that later). One thing Savrix had become very advanced in was gene manipulation and gene enhancing technologies. The new babies taken in by the military are assessed for their traits. They are then sorted into different categories depending on genetic defects and other certain traits. After this they begin gene therapy, and gene manipulation on the babies. They are breed from a very young age to take apart of a certain role in the Savrix Military. It doesnt take long for Savrix to grow to a learning age roughly 6 to 8 months depending on the child (approx. age compared to humans 7-8). Then most Savrix soldiers (pending on what category they were sorted into) are ready and of fighting age by 1 to 1 1/2 years of age. Savrix soldiers have a very different appearance from regular Savrix depending on what role in the military they were breed to fight in. Most Savrix soldiers have been breed to go into a rage during combat, as the Savrix leadership believes that ruthless brutatlity is both a psychological and physical detriment to their enemies. An interesting class of soldier, and an interesting mutation, is the fact that the only Savrix Psykers are female. The Savrix themselves dnt know why this occurs, but they have accepted it at this point. These Psykers are known as Daughters of the Storm, and the more powerful psykers are known as Witches. Here now is a list of some stats ive typed up and background on what the troops have been breed for.

Savrix Scrounger-These creatures can hardly be called Savrix anymore. They were once regular Savrix, until the gene scientists found all their deffects. These creatures were most likely born to poor and destitute Savrix families with poor health. They are used as a mindless swarm unit for the Savrix military.

Ws-26 Bs-n/a S-30 T-26 Ag-36 Int-12 Per-40 Wp-38 Fel-n/a, Wounds-6, Mv-4/8/12/24, Traits-Bestial, Quadruped, Blind, Scrawny, Brutal Charge, Skills-Awareness (per), Concealment (ag), Silent MOve (ag) +10, Talents-Catfall, Numbers (Double Team essentialy), Heightened Senses (smell, hearing), Frenzy, Fearless, Armor-Light Exoskeleton (All 1 prim), Weapons-Claws/Teeth (1d5+S R pen.0 prim), Gear-n/a

Savrix Hound-Almost like the Scrounger the hound is more beast now then Savrix. They however were deemed strong enough to withstand the Hound gene surgery rather than the Scrounger. They are used as a shock troop/fear causing unit.

Ws-28 Bs-n/a S-38 T-35 Ag-25 Int-14 Per-41 Wp-39 Fel-n/a, Wounds-10, Mv-6/12/18/36, Traits-Bestial, Quadruped, Hulking, Brutal Charge, Dark Sight, Nat Weapons (Claws,Teeth), Skills-Awareness (per), Talents-Heightened Senses (Smell), Frenzy, Nerves of Steel, Armor-Light Exoskeleton (All 1 prim), Weapons-Claws/Teeth (1d10+S R pen.1), Gear-n/a

Savrix Skirmisher-Skinnier in build then most Savrix these warriors are built for speed. They are not as mindless as Savrix Hounds or Scroungers, but are mindless in their own way (when entering combat they have the shortest fuse of most Savrix units). They are used for recon, hit and run tactics, and as a unit to bog down enemies in cc.

Ws-28 Bs-27 S-24 T-30 Ag-40 Int-24 Per-33 Wp-30 Fel-26, Wounds-8, Mv-4/8/12/24, Average size, Skills-Awareness (per), Climb (s) +10, Concealment (ag), Dodge (ag), Navigation (surf) (int) +10, Tracking (Int) +10, Silent Move (Ag), Speak Language (Savrix, Broken Low Gothic) (int), Talents-Pistol Training (exotic), Melee Weap Training (Prim), Frenzy, Ambidextrous, Heightened Senses (sight), Armor-Light Exoskeleton (all 1 prim), Weapons-Terror Pistol (60m, -/3/5, 1d10+2 E pen.0, clip-60, rld 4 full), Bone Knife (3m, 1d5+S R pen.0 prim), Gear-1-2 clips for gun, trinkets, Camo Net (+10 to concealment tests)

Savrix Warrior-Most Savrix children fall into this category. These troops are the standard foot soldier of the Savrix military. They have been known to give up a ranged advantage during combat, just so they can charge into cc and tear their enemies apart with their blades, the one thing they enjoy most.

Ws-31 Bs-30 S-36 T-34 Ag-32 Int-30 Per-31 Wp-34 Fel-26, Wounds-10, Mv-3/6/9/18, Average size, Skills-Awareness (per), Climb (S), Pilot (military craft, Air and gv) (Ag), Tracking (Int), Navigation (surf) (int), Speak Language (Savrix, Broken Low Gothic) (Int), Talents-Basic Weap Training (exotic), Melee Weap training (prim), Frenzy, Berserk Charge, Armor-Hard Exoskeleton (all 2 prim), Weapons-Terror Rifle* (80m, S/3/-, 1d10+3 E pen.1, clip-33, rld 1 full) *This can be used in close combat (1d10+S R pen.0), Gear-2-3 clips for gun, 1 injector filled with Compound T1 (Slaught) or Compound T2 (Stimm) (dosed for Savrix possibly lethal for humans, Pcs who use Compound T1 or T2 must make a successful Toughness test or suffer one of the syptoms caused by the drugs determined by die roll)

Savrix Bladesmen-These are often children who grew up in mining/labor areas of the Savrix empire. Due to the fact that most of those families have breed themselves to be strong backed and resilient. Savrix Bladesmen are a much more elite unit, and are very vicious close combat shock troops. They cackle gleefuly as they slice through their enemies one by one with their blade staffs.

Ws-35 Bs-n/a S-42 T-40 Ag-43 Int-34 Per-35 Wp-37 Fel-23, Wounds-11, Mv-4/8/12/24, Average size, Skills-Awareness (per), Climb (s), Concealment (Ag), Dodge (Ag), Navigation (surf) (int), Tracking (Int), Speak Language (savrix, broken low gothic) (int), Talents-Melee weap training (prim), Catfall, Battle Rage, Frenzy, Blademaster, Swift attack, leap up, nerves of steel, ambidextrous, Armor-Hard Exoskeleton (H3, B2, As2, Ls2 prim), Weapons-Blade Staff (1d10+1 R pen.2 Balanced), Gear-2 Injectors Compound T1 (Slaught) or Compound T2 (Stimm) (Dosed for Savrix), (uncommon) Death Totem (a metal pole strapped to the back of the bladesmen has an assorted amount/types of heads and gore stabbed onto it, Fear Rating 1)

Savrix Lancer-Most Lancers come from hunting families. This is because of the great ey that the Savrix hunting families have, aswell as their durability. Lancers are anti vehicle/personnel equipped soldiers. They also fullfill the role of battle force leaders, due to the fact that the gene scientists did not tamper with their chemical balances dealing with anger, making them more sound of mind. They also can be in control of the various Tyrant Ai units the Savrix have.

Ws-26 Bs-35 S-45 T-40 Ag-36 Int-36 Per-36 Wp-37 Fel-34, Wounds-11, Mv-3/6/9/18, Average size, Skills-Awareness (per), Climb (S), Command (Fel), Navigation (surf) (Int), Tracking (Int), Tech-Use (Int), Speak Language (Savrix, Broken Low Gothic) (Int), Talents-Ambidextrous, Heavy Weap. Training (Exotic), Melee Weap. Training (Prim), Bulging Biceps, Marksman, Nerves of Steel, Air of Authority, Armor-Hard Exoskeleton (B3, H2, As2, Ls2), Weapons- Terror Lance (100m, S/-/-, Krak Lance 2d10+4 X pen.6, Frag Lance 2d10 X pen.0 Blast (4), Clip-1, rld 2 full) or Arc Lance (250m, S/-/-, 3d10+8 E pen.8, clip-1, rld 4 full), Bone Knife, Gear-3 Krak, 6 Frag Lances or 5 Arc Lance Clip, Dominion Caster (Acts as a vox caster that shouts out the commands of the Savrix Lancer to his troops on the battlefield, +10 to command tests)

These are the stats ive written up so far. Any input on the back story or the stats i have for right now would be very appreciated. Thanks Cheers.

Looks pretty good to me so far. Since I'm mostly into the story part and not being much of a rules-person I will concentrate on that. I think that the background looks solid, but perhaps one could say it is a bit bland in some ways. I don't know if you're thinking about just having these xenos as the standard mook to be shot up, but perhaps some twist or or so to these aliens could make them stand out more - if your story supports it of course. As I se it they stand mostly as a bit generic aliens who are attacking the Imperium right now. But that's of course just my views on it and I may have missunderstood things.

Thanks for the input Gurkhal. With the Savrix I had one big twist that i wanted an opinion on aswell. The odd part about the Savrix is that when they conqured the first few human worlds, they could already speak some low gothic. The unknown reason I had for this was their religion. I was going to have it so that the Savrix had discovered an old copy of the Lectio Divinatus on their world. How it got there (I had some dark ideas, some involving chaos manipulation of the race) im still figuring out. Their interpretation of the religion of worshipping the god emperor however is very different. They believe that the Storm God (thats what they call the emperor) protects their purpose as their god. They believe he's a god of war incarnate laying waste to all those who defy him with warp storms and asteroids falling to planets. They sacrifice any race except their own (atleast now a days) to their Storm God. Any opinions or ideas on this (mainly on how the Lectio Divinatus ended up on thier planet, another idea I had was before the Horus Heresy the Imperials had been on their homeworld building statues of the emperor and colonization stuff, and during the Horus Heresy it became a battlefield and the Imperials left much behind) would be of a great help. P.S. The reason why they think the Lectio Divinatus is about them, is because Human is similar to a word in their language (which is Houman) that means the "chosen children". I was also thinking that the Savrix believe the humans worship their god (which they do) the wrong way or that they are jealous and want to be the only ones to have the Storm God as their diety.

I like that twist, alot. Its pretty brillient as a matter of fact. Well done! :)

To expand a little on my earlier comments I would say that I think that its an awesome idea to tie the aliens in with the Imperium the way you have, and I can't recall seeing anything like it - origional and very good in my opinion. Should be able to give alot of great moments with the players finally found out how the score is.

I hope you won't mind me stealing this little race of xenos to my own game. :)

Thanks for the comments Gurkhal and i dnt mind one bit! I will be posting all the stats once i get them done for the seperate units, including the Ai units on this. The Savrix Overlord should be next so check out this forum again every once in a while to find them. Thanks again cheers!

Savrix Overlord-Savrix Overlords are obviously the military leaders of the Savrix Military forces. Only Savrix children of the healthiest degree can become an overlord (cough mostly offspring of the warlord/noble run government) They are briliant tacticians, and are able to win large pitched battles without much trouble. One draw back to the Overlords is how much they love fighting, and most tend to have a short fuse (due to the things the gene scientists have to do to them to make them what they are). Many Savrix battles have either been won or lost by a Savrix Overlord who gave into his blood lust. Even the most reserved Overlords are sadistic murderers.

Ws-52 Bs-35 S-(6)38 T-(6)38 Ag-42 Int-48 Per-47 Wp-50 Fel-48, Wounds-34, Mv-4/8/12/24, Average size, Skills-Awareness (Per), Cipher (Savrix) (Int), Climb (S), Command (Fel) +10, Dodge (ag) +10, Intimidate (S), Logic (Int) +10, Interrogation (Wp) +10, Navigation (surf) (Int), Tech-use (int) +10, Speak Language (Savrix, Broken Low Gothic) (int), Logic (Int) +10, Talents-Air of Authority, Ambidextrous, Frenzy, Battle Rage, Berserk Charge, Catfall, Blademaster, Combat Master, Iron Discipline, Leap Up, Fearless, Wall of Steel, Sure Strike, Melee weap training (prim, exotic), Sprint, Armor-Reinforced Exoskeleton (all 5), Weapons-Slaughterer's Sword (1d10+1 R pen.4 balanced, tearing, arm mounted), Overlord's Gauntlet (2d10+Sx2 R pen.10, powerfield, unwieldly, tearing) or Terro Scythe (1d10+4 R pen.4 shocking, balanced), Hell Belcher (10m, S/-/- 1d10+3 E pen.4 clip-4 flame, arm mount, rld 2 full), Gear-(uncommon) Death Totem (same as the Savrix Bladesmen one), 4 Belcher Canisters, Red Mantle (only if armed with scythe and hell belcher, has a built in Dominion Caster, and generates a deflector shield that incures -10 to all Bs checks to shoot the Overlord, and a -10 to all Ws checks made to hit the Overlord), 2 injectors of Compound T1 (Slaught) and Compound T2 (stimm) (dosed for Savrix), Microbead (to relay orders to his 2 Warden class, and any other tyrants under his control)

Warden Class Tyrant-Due to the large need for bodyguards for Savrix Overlords, the Savrix created the Warden class tyrants. Most Savrix were too busy running off into Close Quarters or had other roles to fullfill on the battlefield. Warden Class Tyrants are resilient and have a set of commands that an Overlord can access at any time. Two always accompany an Overlord into battle. Warden Class Tyrants are programmed to stay near each other and fight together.

Ws-35 Bs-46 S-52 T-51 Ag-14 Int-10 Per-25 Wp-32 Fel-n/a, Wounds-12, Mv-2/4/6/12/, Traits-Hulking, Auto-stabalized, Dark Sight, Machine (4), Armor Plating, Nat Weap (Fist), Skills-n/a, Talents-Heavy Weap Training (exotic), Heightened Senses (vision), melee Weap Training (prim), Armor-Armored Shell (has its armor plating and machine trait factored in just wanted to give it a cooler name than none) (All 6), Weapons-Fist (1d10+S I pen.0), Mark III Terror Canon (essentialy to the Warden tyrant, its a hand held rotary gun) (100m, -/10/20, 1d10+4 E pen.3 clip-80, overheat, rld 2 full), Gear-Internal Microbead (to recieve orders from their Overlord), Back Mounted Charge cell (equal to 4 Terror Canon clips), Command Sets-Terminate (attack a target designated by Overlord at range), Open Fire (engage any enemy units within range), Guard (either protect Overlord, or guard a specific objective the Overlord has designated), Regroup (regroup on Overlord), Charge (engage nearest enemy unit in close quarters, or designated target in close quarters), Cease (stop all combat related commands and await further orders), Patrol (patrol certain area designated by Overlord), Search and Destroy (go into designated building, area etc., and engage and eliminate any enemy targets found there)

My bad forgot to add Bas Weap training (exotic) to the overlords stats, so he doesnt take negatives to using the Hell Belcher

Assailant Class Tyrant-These Ai units are used to go into hazardous areas as to not wast Savrix Skirmishers' lives. Aswell as recon missions and tailing enemy forces they have other functions. Usually they are ordered to take out leaders of the opposing force. They slink along the lines of battle, and come out of no where to launch surprise assassination attempts. Also often they will be placed in an ambush position with a Lancer to accompany them lying in wait for any passing victims.

Ws-36 Bs-n/a S-50 T-38 Ag-36 Int-10 Per-28 Wp-32 Fel-n/a, Wounds-12, Mv-3/6/9/18, Traits-Average, Armor Plating, Dark Sight, Brutal Charge, Machine (3), Skills-Concealment (ag) +10, Silent Move (ag) +10, Shadowing (ag) +10, Talents-Heightened Senses (sight), Melee Weap Training (prim) Two-Weapon Wielder (prim), Berserk Charge, Fearless, Armor-*Stealth Armor (All 5), Weapons-Twin Assassin's Blades (1d10+S R pen.4 tearing, Balanced, arm mounted), Gear-Internal Microbead (to recieve orders), *Stealth Armor-Incures a -10 to any Sight Based Perception checks using Infra-Red Goggles or anything that allows the user to see thermal images to detect an Assailant Class Tyrant, Command Sets-Shadow (follow target(s) at a distance of 10-20 meters, Tail (follow target(s) at a distance of 30-50 meters), Lie in Wait (find hiding positions and attack the first target(s) that enter field of view), Terminate (attack a target designated by handler), Cease (stop all combat actions and await orders), Charge, Search and Destroy, Guard, Regroup

Guardian Class Tyrant-This Ai unit is the heaviest the Savrix have created. This brute of a machine is used as a line breaker, and to defend key Savrix objectives. Woe be the enemy that goes up against a Guardian Class Tyrant that doesnt have heavy weapons to bare.

Ws-25 Bs-48 S-60 T-60 Ag-12 Int-10 Per-28 Wp-32 Fel-n/a, Wounds-20, Mv-3/6/9/18, Traits-Enormous, Armor Plating, Dark Sight, Machine (5), Auto-Stabalised, Skills-n/a, Talents-Heightened Sense (sight), Heavy Weap. Training (Sp, Exotic), Fearless, Berserk Charge, Armor-Reinforced Armor Shell (All 7), Weapons-Mark IV "Maximus" Terror Canon (150m, -/10/20, 1d10+8 E pen.6 clip-100, overheat, rld 4 full), Ripper Canon (80m, S/2/-, 2d10+5 I pen.4 clip-10, Scatter, Tearing, Unreliable, rld 3 full), Gear-Internal Microbead, Deployable Plates (folded plates on the side of a Guardian's legs, they can be folded out and used as cover by Savrix infantry, can only fit 2 on each one) Provides 8 pts of cover to any unit taking cover behind these plates and the Guardian Tyrant cannot move while they are deployed 2 full round actions to deploy and retract the plates, Back Mounted Charge Cell/Ammo Hopper (provides 3 full clips for Mark IV Terror Canon and 4 full clips for the Ripper Canon), Command Sets-Terminate, Deploy (deploy cover plates), Open Fire, Guard, Cease, Search and Destroy, Regroup, Charge, Patrol

Also the Warden Class tyrant should get the Fearless Talent aswell forgot to add that, cheers everyone

love it, they seem fine to me, i think my players may find a few in a bar somewhere... on a radicals asteroid..

i really like the millitary parralels to the imperium... now how do the psykers work?? can they take any powers, or do they get thier own fun powers??

Thanks Darkmittens! As of right now im working on the psykers. There are 2 classes of them. The lower rank Daughters of the Storm are combat support. Im not done with their stats yet, but the way i was running it was like this. There are 3 packs for them, Pyro, Telekine, and Telepathy. The Pyro and Telekine daughters would have a psy rating of 2 while the Telepathy would have a psy rating of 3. As for powers i was gonna base a bunch of them off the core rulebook powers to make it easier, and maybe make a few custom, but if you want to think up of a psychic power for one go right ahead. The higher rank psyker the Witch is a different story entirely, its a high ranking psyker that has the status of a Savrix Overlord almost. I promise their stats will be the next i post (Daughters, and maybe witch that is) thanks again cheers.

well i was thinking like the 40k board games psy powers for tyranids where the psyker boosts the forms of his fellows, such as causing increased blood flow resulting in frenzy spells (maybe do a 4th breakdown with a biomancy discipline to represent the buff psykers).. but i am really looking foreword to these, consider them snatched by me.

Wow thanks Darkmittens i didn't think about it like that I will tack that one aswell!

Daughter of the Storm/Storm Daughter/Storm Conjerer (pick whichever name you think is cooler, the Savrix use all of them)-Female Savrix are the only one of the Savrix strain that have been and can be psykers. The reason for this is still unknown to the Savrix themselves. They are the only Savrix apart of the military that arent drafted as babies, because any female that is a psyker will not know until roughly the age of 2-3 years old (approx age compared to humans 16-26). Due to being drafted later Daughters of the Storm are the least modified in the military.

Ws-32 Bs-30 S-28 T-34 Ag-42 Int-38 Per-37 Wp-38 Fel-30, Wounds-10, Mv-4/8/12/24, Average size, Skills-Acrobatics (ag), Awareness (per) +10, Dodge (ag), Logic (int), Silent Move (ag), Invocation (wp), Speak Language (Savrix, broken low gothic) (int), Talents-Ambidextrous, Catfall, Hard Target, Leap Up, Nerves Of Steel, Melee Weap Training (exotic), Psy Rating (1 or 2 depending on powers), Rapid Reaction, Step Aside, Armor-Light Exoskeleton (All 1), Weapons-Lightning Staff, off (1d10+S R pen.1 balanced, psy focus) on (1d10+1 E pen.1 shocking, balanced, psyfocus), Gear-Blessed Blood (+5 to all stats for 4 rounds once drunk by the daughter), Storm God Tokens, (uncommon) Storm God Totem (+10 to all ally tests to resist pinning/fear)

Psy Power Sets-Biomancy (psy rating 1), Bio-Lightning, Cellular Control, Hammerhand, Seal Wounds, Toxic Siphon

Pyrokine-(psy rating 1), Blinding Flash, Burning Fist, Call Flame, Douse Flames, Fire Bolt

Telekinetics-(psy rating 1), Force Bolt, Telekinetic Shield, Push, Fling

Telepathy-(psy rating 2), Inspire, Mind Scan, Psychic Shriek, Terrify, Beast Master

Daughters of the Storm who are trained in the art of Telepathy have a special relation to one of the most dangerous Savrix beasties to be breed.

Savrix Monstrosity-This is the most dangerous out of all of the biological Savrix creatures. It has been breed into an enormous monster devoid of intelligence. Pure rage and muscle is what drives these creatures into battle. That and the Daughter of Storm that keeps it under her close control so it doesnt go ripping apart their own units.

Ws-38 Bs-n/a S-(10)52 T-(10)52 Ag-12 Int-10 Per-30 Wp-60 Fel-n/a, Wounds-36, Mv-3/6/9/18, Traits-Enormous Size, Bestial, Brutal Charge, Dark Sight, Fear Rating (3), Nat Weapons (Claws, Head), Sturdy, Unnat Strength X2, Unnat Toughness X2, Skills-Awareness (per), Talents-Frenzy, Berserk Charge, Furious Aussalt, Fearless, Iron Jaw, Armor-Heavy Exoskeleton (All 5), Weapons-Claws (2d10+S R pen.8 Tearing), Skull Plate (only on a charge) (2d10+S I pen.6 Shocking), Gear-n/a, *If the mental connection between a Monstrosity, and its controling Storm Daughter, it will go into a blind fury, and become instantly frenzied, you then roll on the scatter die table, the Monstrosity then runs towards the nearest creature(s) in that direction, the only way to end this rage, is to have another Storm Daughter take control of it again, it is then under her control.

I meant to put if the mental link is lost between a Savrix Monstrosity and its Storm Daughter etc. etc.

Savrix Armsman-These elite warriors do not see much of the front lines. Armsman are specificaly breed and tasked with protecting the Savrix nobles/warlords that run the Savrix empire. However Armsman are loyal to the warlord/noble they serve. So other than protecting their Lord, Armsman have been known to perfrorm special jobs that usualy end in their Lord's rival dead.

Ws-42 Bs-40 S-40 T-40 Ag-37 Int-38 Per-36 Wp-40 Fel-34, Wounds-11, Mv-3/6/9/18, Average Size, Skills-Awareness (per), Climb (S), Concealment (ag) +10, Navigation (surf) (int), Tracking (int), Tech-Use (int), Silent Move (ag), Shadowing (ag) +10, Speak Language (Savrix, broken low gothic) (int), Talents-Basic Weap Training (exotic), Melee weap training (exotic), Ambidextrous, Cat fall, blademaster, leap up, fearless, swift attack, quick draw, deadeye shot, Armor-Hard Exoskeleton (all 3) or Hard Exoskeleton with shield (H3,B5, LA5, RA 3, Ls3), Weapons-Armsman's Falx (1d10+2 E pen.4 tearing, shocking, balanced), Terror Rifle or Armsman's Blade (1d10+4 E pen.6 powerfield, balanced), Armsman's Shield (defensive) or Death Lance (150m, S/-/-, 1d10+4 E pen.4, clip-8, rld 2 full, telescopic sight, accurate, reliable), Gear-Back Banner (denotes what warlord or noble they serve), 2 injectors of Compound T1 (slaught) and Compound T2 (Stimm) (dosed for Savrix), 2-3 clips for gun (if they have one), Storm God tokens

have you considered adding a combat medic/ bioengineer kind of creature (given the amount of indoctirnation they undergo it seems to be a natural way to combat the eventual wearing down of that treatment)? just a thought, really loving this race...keep them coming!

Thanks Darkmittens! To answer your question i hadn't thought about a creature like that. As for the process that created them it doesnt really wear off (as it was done to them when they were children), but I still love your idea. I will most likely create a support unit based off your idea, and next should be the Destroyer Class Tyrant, and a real psyker unit the Savrix Witch. Thanks Again Cheers!

Savrix Shadow Disciple-This breed is one of the most specialized of all Savrix soldiers breed. Disciples are used as a stealth unit (often commanding Assailant Class Tyrants), and also as a field medic for their infantry. These soldiers combine the lithe silence of Skirmishers, the Weapon Skills of Bladesmen and the shot of a Lancer. Most enemies who survive their attacks shudder at the prospect of fighting Savrix again.

Ws-37 Bs-37 S-35 T-36 Ag-42 Int-37 Per-36 Wp-37 Fel-38, Wounds-11, Mv-4/8/12/24, Average Size, Skills-Acrobatics (ag), Awareness (per), Climb (s) +10, Concealment (ag), Dodge (ag), Logic (int), Medicae (int), Navigation (surf) (Int) +10, Shadowing (ag) +10, Silent Move (ag) +10, Tracking (int) +10, Tech-Use (int) +10, Speak Language (Savrix, Broken Low Gothic) (int), Talents-Basic Weap Training (exotic), Melee Weap Training (exotic), Ambidextrous, Assassin Strike, Battle Rage, Catfall, Deadeye Shot, Leap Up, Step Aside, Nerves of Steel, Furious Aussalt, Armor-Light Exoskeleton (all 1, Black Coating*), Weapons-Death Lance, Blade Staff, or Disciple's Stinger (30m, S/-/-, 1d5+2 R pen.2, Clip-6, Rld 3 full, Accurate, Toxic, Tearing, Arm Mounted, counts as being silenced), Shadow Blade (1d10+2 R pen.0, Tearing, Toxic, Balanced), Gear-2-3 clips for gun, 3 Injectors of Compound T1 (Slaught), Compound T2 (Stimm), and Compound T3 (Frenzon) (dosed for Savrix), 2 Medikits (8 uses each, no doses of Stimm), Micro-Bead (used to give orders to Tyrants), *Black Coating (Unlike most Savrix warriors, Disciples have a black exoskeleton, this is a special chemical that died their exoskeleton black and causes them to be hard to see using Infa-red) incures a -10 to all sight based perception checks using Infa-red tools to detect the Disciple

I give personal thanks to Darkmittens for providing Inspiration for this very specialized infiltrator/medic unit, Cheers Everyone! Ill be posting more soon.

Destroyer Class Tyrant-This Tyrant is a testament to its name. They are deployed for when **** goes south and the enemy has heavy armor with them. Destroyers though are not bulky compared to other tyrants. They walk tall and slender presiding their destruction over Savrix battlefields.

Ws-25 Bs-50 S-55 T-50 Ag-26 Int-10 Per-30 Wp-32 Fel-n/a, Wounds-20, Mv-4/8/12/24, Traits-Enormous, Armor Plating, Dark Sight, Machine (5), Auto Stabalized, Skills-n/a, Talents-Heightened Senses (sight), Heavy Weap Training (Explosive, exotic), Fearless, Marksman, Armor Reinforced Shell (All 7), Weapons-Mark IV "Maximus" Terror Cannon, Mark II Terror Lance (180m, S/-/-, Heavy Krak Lance 3d10+4 X pen.10, Heavy Frag Lance 3d10 X pen.4 Blast (8), Clip-1, Rld 3 full) or Mark II "Head Harvester" Arc Lance (300m, S-/-, 4d10+5 E pen.12, Overheat, Clip-1, Rld 4 full), Gear-Internal Microbead, Back Mounted Charge Cell/Missle Loader (provides 3 full clips for "Maximus" Terror canon, 5 full clips of Krak, 5 full clips of Frag, or 10 full clips of "Head Harvester" Arc Lance), Internal Detonator and Explosives (all Destroyer class Tyrants have one last trick up their sleeve. If they are about to be disabled or have already been disabled and are lying about, the Savrix can pull a death blow to their enemies. If given the command an active, or inactive Destroyer Tyrant can be blown up. This is a full round action, and take 4 rounds to set off the bomb, it has a blast radius of 15m, and deals 2d10+8 X pen.8 damage to the body of any targets caught in the blast), Command Sets-Terminate, Open Fire, Guard, Cease, Search and Destroy, Regroup, Charge, Patrol, Detonate Explosives

There you go guys the Savrix Witch shall be the next unit i post. Cheers!

nice i like that it can blow up, and it still gives players time to freakin' get out of the way! plus i enjoy the infiltrator medic, really cool take on a support class, combine the stealth with the ability to help the fallen makes for a horrifying enemy type...can't wait for the witch!

Before I post the Witch Stats, I have an edit, the Daughters of the Storm Psy Classes Biomancy, Pyrokine, and Telekinetics should all have Psy rating 2 not 1.

Savrix Witch-The most powerful of all the Savrix Psykers are the Witches. These female Savrix inbody the name both in nature, and shear psychic power. They are often advisors to Savrix Overlords, or lead a detachment themselves. Witches are a dangerous terrifying sight to behold whiping out swathes of their foes with arcs of fire and lightning. Witches also act as field priestesses of the Savrix religion.

Ws-37 Bs-40 S-36 T-37 Ag-46 Int-48 Per-46 Wp-55 Fel-46, Wounds-32, Mv-4/8/12/24, Average Size, Skills-Acrobatics (Ag) +10, Awareness (Per), Dodge (ag) +10, Command (Fel) +10, Logic (int) +10, Invocation (wp), Drive (HV) (ag), Navigation (surf) (Int), Tech-Use (int) +10, Psyniscience (Per) +10, Speak Language (Savrix, Broken Low gothic) (int), Talents-Psy Rating 4, Melee Weap Training (exotic), Basic Weap Training (exotic), Air of Authority, Ambidextrous, Berserk Charge, Catfall, Furious Aussalt, Iron Discipline, Leap Up, Hard Target, Mental Rage, Nerves of Steel, Rapid Reaction, Step Aside, Strong Minded, Armor-Reinforced Light Exoskeleton (All 3), Weapons-Staff of the Maelstrom off (1d10+S R pen.2 balanced, psy focus) on (1d10+4 E pen.6 power field, balanced, psy focus), Gear-2 Vials of Blessed Blood, 2 Injectors of Compound T1 (slaught), Compound T2 (stimm), and Compound T3 (Frenzon), Microbead (relay orders), Witch's Throne-A special hover chair that ferrys Savrix Witchs into battle, Hulking Size, Hover Vehicle, Deflector Field Generator-When riding in their Throne, Savrix Witchs are protected by its Deflector Field, Incures a -30 to all BS tests to shoot a Witch's Throne, and a -10 to all WS tests to hit it, Storm God Totem (mounted on the back rest of chair), Armor Sheaths (adds 1 AP to R/L arms, R/L legs, and the Head), Armored Visor/Brain Tap (grants Dark Sight Trait to Witch, a Witch's Throne is controled by the users mental link, while a Savrix Witch is strapped into a Throne it may not use any of her psy powers), Built in Dominion Caster, Undermounted Storm Belcher (30m, S/2/-, 1d10+4 E pen.0 Shocking, Scatter, Clip-6, Rld-3 full), Back Mounted Charge Cell (holds the equivalent of 4 clips for the Undermounted Storm Belcher), It is a 2 round action to disembark, and a 3 round action to embark into a Witch's Throne

Psy Powers (A witch gets 2 of these sets choose which ones to mix and match)-

Biomancy-Bio-Lightning, Blood Boil, Cellular Control, Constrict, Hammerhand, Regenerate, Seal Wounds, Enhanced Senses

Divination-Dowsing, Precognitive Dodge, Precognitive Strike, Glimpse

Pyromancy-Blinding Flash, Burning Fist, Call Flame, Douse Flames, Fire Bolt, Wall of Flame, Sculpt Flame, Fire Storm, Incinerate

Telekinetics-Catch Projectiles, Fling, Force Barrage, Force Bolt, Psychic Blade, Push, Telekentic Shield, Psychic Crush, Telekinesis

Telepathy-Beastmaster, Compel, Dominate, Inspire, Psychic Shriek, Telepathy, Terrify

Thanks Everyone for reading Cheers!

Sorry forgot to add all the Compounds the Witch carries are dosed for Savrix. Also The Witch Throne has the following stats I forgot to add to it, Structural Integrity-18, Armor-All 9 (disruption field also helps to protect the chair from incoming fire), Tactical Speed 15m