A Couple Left Out

By venkelos, in Deathwatch Gamemasters

There's two units from 40k tabletop that I have yet to see in the RPG, Deathwatch or otherwise. Now, it's always possible that I just don't have the right book, even with 14 of them under my belt (well, 2 of those will be Christmas presents, but I doubt either is in either). Assuming neither has been printed, could someone be willing to make some quick stats for them, or at least suggest some ideas? Thanks much.

So, #1 stems from a mistake I made along time ago, a mistake in choosing to follow Tzeentch. Now, of the four Chaos Gods, the Lord of Sorcerers is my favorite, mostly because, in all the other role playing I have done, I prefer to be a wizard (in D&D, Mage in White Wolf, channeler in Wheel of Time, Jedi in Star Wars, etc.), plus his puppet master schemes, and ability to manipulate even the other Ruinous Powers makes me smile. In 40k, I find Tzeentch to be rather cool, but his daemons don't seem as cool, his vehicle upgrades left a bit to be desired, and his G. Daemon is a giant vulture (I can live with that, I suppose). But, when we come to his Space Marines, he shines. They have awesome looking armor, mighty psychic powers, Inuvl saves, and good guns. The rank and file become mindless automatons, packing serious heat, and withstanding blasts from anything not strong enough to destroy the suits entirely, since there is little inside to hurt, other than malice and dust. They might seem boring, but they are soldiers that the powerful Sorcerers in command of them can safely direct into almost anything, with decent hope of total success. So, I am flipping through my RPG books, and happy to see cool stuff for CSM's, until I see that they skipped over the Thousand Sons. Could someone make a bit of headway in statting a lesser TS CSM? Something that reflects their sheer durability, mindlessness, slow but powerful momentum, and such? I know that they have virtually no character, to speak of, but they are still my favorite CSMs, and it would be cool to see. I am sort of making an attempt (using Machine (x), Slow and Purposeful, and some other stuff, maybe build them like servitors), but I fear that mine will suck, and would like to see something done by someone who really knows what they are doing.

For #2, a pointless one, and a lot shorter read, but one I would be interested in seeing, anyway. Could someone slap together a Tyranid Biovore block? Almost every Nid has a writeup, and then this one gets missed. Just wondering.

Okay, thanks very much if anyone has an interest, and if they are in a book already, please just direct me to it? Have a great one, and happy holidays.

To the best of my knowledge, there aren't any Thousand Sons CSM (Rubric Marines) stats in particular. I believe there are stats for some named Thousand Sons Sorcerers and that they can be made by using the Marks of Chaos and the CSM stat block in the DW Corebook or by using Black Crusade (which would seem to be the best way imo)

Been thinking about your question and decided to mock up a quick Rubric Marine stat block. This is simply first impressions if stats exist elsewhere, they may well be better.

Rubric Marines

WS BS S T Ag Int Per WP Fel

25 50 (14)65 (12)45 20 20 25 50 -

Movement: 2/4/6/12 Wounds: 29

Skills: Awareness (Per), Climb (S), Dodge(Ag), Speak Language (Low Gothic, High Gothic, Unholy Tongue)

Talents: Astartes Weapon Training, Bolter Drill, Crushing Blow, Die Hard, Fearless*, Mighty Shot, Quick Draw, Rapid Reload, True Grit

Traits: All Is Dust, Dark Sight, From Beyond, Size (Hulking), Strange Physiology, Sturdy, The Stuff of Nightmares, Undying, Unnatural Strength (x2), Unnatural Toughness (x3)

Armour: Imbued Astartes Power Armour (All 12)

Weapons: Astartes Bolter (100m; S/2/4; 1d10+11 E; Pen 8; Clip 28; Rld Full, Tearing, Inferno Bolts), Astartes Bolt Pistol (30m; S/3/-; 1d10+11 E; Pen 8; Clip 12; Rld Full, Tearing, Inferno Bolts), Astartes Combat Blade (1d10+16 R; Pen 2)

All Is Dust: After the Rubric of Ahriman, all non-sorcerous Thousand Sons had their armour sealed and their physical bodies rendered to dust. They became animated suits of armour inhabited only by a soul and dustly remains. They became Rubric Marines. Rubric Marines are only active when within twice the Willpower Bonus of a Thousand Sons Sorcerer . If, for whatever reason, they leave this are are left behind (intentionally or otherwise) or if the Thousand Sons Sorcerer is killed, they cease to be active after a number of hours equal to their Willpower Bonus. Rubric Marines are animated suits of armour and little more than automatons, they can only obey simple instructions such as Attack, Defend <thing>, Escort etc

Inferno Bolts: These magically imbued bolts ignore mundane armour and scorch the souls of their targets. These bolts boost a bolters Pen to 8, change the damage type to Energy and whenever doing damage to a targets wounds (that is damage that passes through AP and TB), the target must make a Willpower Test with a penalty equal to -5 x the damage or suffer an additional 1d10 damage passing through Armour and Toughness. Creatures immune or resistant to Psychic Powers apply their benefits to this.

*Rubric Marines do not make a Willpower Test to disengage from combat

Not perfect I'm sure you'll agree, but it's a start! Somethings might look a little odd, like them having Crushing Blow etc. This is to demonstrate that while they might not have any finesse while in melee; when they do hit, they do with the power of a freight train. I'm perfectly happy to be told I've overstatted them, but given they won't fight particularly smartly, I think that ameliorates the advantages while still making them pretty though opponents and keeps them true to fluff.

Having slept on it and had a bit of time to think, I propose the following alterations:

Remove the Talent Strange Physiology.

Amend Trait All Is Dust to include the following: This Trait also grants the following benefits; All hits count as hitting the Body Location and Rubric Marines are ONLY destroyed on Critical Damage Table results that would kill them outright, all other affects are ignored. Please note that Critical Damage that results in gore etc being sprayed everywhere does not have the additional gore strewn affects. EG, Result 10 on the Rending - Body location simply functions as per Result 9 without any further effects, but with a slightly more dust like description.

Yes the amendment essentially functions as if you smashed Strange Physiology and The Stuff of Nightmares together, but since they also do different things, I reckoned this was the easiest way to get exactly the effect I desired.

-Durandal