Post by Destecado on Apr 16, 2004 17:04:53 GMT -5
I'm strating this thread for two reasons. One is to introduce a possible race for inclussion in the Sub-Sector. If the race as a whole is not ncorporated into the sector, it may also provide some ideas for dangerous flora that might be encountered on the worlds of the Sector.
The information below is derived from a thread I started on 40k.ca in order to discuss the possibility of the existance of non humanoid races within the 40k universe.
The Kudzu and Bregma, were one of the final creations of the Old Ones, after their titanic war against the Necrontyr and C'tan. The Kudzu / Bregma were created to restore the galaxy. Scores of planets had been laid waste by the war. Entire races had disappeared.
The K / B were an act of atonement. The Old Ones made them to rehabilitate the damaged worlds; to bring life back to the galaxy.
They were given simple instructions, but also the ability to modify their programing as the need arose. With this done, the last of the Old Ones withdrew. Time passed and the K / B continued on their mission.
They eventually encountered the humanity. The race was illogical to them. they settled on pristine planets, only to destroy them. humanity poisoned the atmosphere and killed the flora and fauna. Many of the worlds, termed death worlds by the imperium are the K / B fighting back against the spread of destruction of man.
Kudzu
Kudzu developement is more viney and sinuous than the Bregma. They are softer in form and usually have a higher liquid content. The kudzu work to filter out poisons in the water and soil of planets. Some of the Kudzu are also able to crush ferrocrete and titanium in the coils of their vines.
The Kudzu operate an almost animalistic or instinctual level of intelligence. They are made to eliminate any dangers to the reclimation project. The brain leaf, would be the only exception to this.
By itself, it contains only a rudimentary intelligence. Once it has acquired several subjects, it forms a mental gestalt, using the minds of its subjects, to increase its own intellectual capacity.
Bregma
The Bregma like their counterparts the Kudzu work to
rehabilitate the ecosphere of planets. They are stronger in form than the Kudzu. The Bregma grow at a slower rate than do the Kudzu. This factors into the life cycle of the reclamation process. Where the Kudzu are primarily concerned with cleansing the polutants from the ecosphere, the Bregma remake the ecosphere once it has been cleansed.
Unlike their Kudzu bretheren, the Bregma are very intelligent. The Bregma also utilize the Old Ones psycho science to remake worlds and to transport themselves between worlds.
Kudzu and Bregma have variform strains. The Old Ones never intended the worlds to be homogeneous (all the same). They gave the K / B the ability to adapt to the differing enviroments in which they found themselves. This is why when they are transporting to a new world to be reclaimed, only young Kudzu and the seeds of Bregma are sent.
The Kudzu are more adaptable and will mold themselves to the new enviroment. They are responsible for planting the seeds of the Bregma which will take grow on the world. Depending on how much time it takes the Kudzu to purify and pacify the enviroment, it may be generations before the Bregma seeds are planted.
Once planted, the Bregma seeds sample the constituents of the soil. This gives the bregma a template in which to grow. Again, the bregma are slow growing (think how long it takes a red wood to grow to its full height). Their meassurement of time differs from humans and even their cousins the Kudzu.
Once fully grown the Bregma take over reseeding the planet that has been cleansed by the Kudzu. They are able to manipulate their seed pods to make countless varieties of plants. The whole process can take thousands of years to complete.
Catachan is a world that is in the first stages of pacification. The Kudzu bearing the seeds of the Bregma died out before they were able to plant the Bregma seeds. They are therefor stuck in the first phase of pacification, hence their continued attacks on the "indigenous humans".
KUDZU HQ
Brainleaf - Points 60
WS: 4 BS: 4 S: 3 T: 5 W: 3 I: 5 A: D6 Ld: 8 Sv: 6+
Leaf Attack - Rng: 12" S: 3 AP: 6 Special: D3 Shots
The leaves of the brainleaf are a large teardrop shape. they have a thick central stem that tapers to a point at the end. These leaves are attached to the ropey vines that make up the body of the Brainleaf. When executing a Leaf Attack, the vines of the Brain Leaf rear back. The brain leaf flicks them forward in a whipping motion.
The leaves detatch from the vine when it reaches the full extent of its forward motion. This flicking action gives a good velocity to the leaves, which fly towards their target. The outer part of the leaf stabilizes it in flight, like the fins on a dart.
If the target fails its save, roll on the Brainleaf Effect Chart.
Brainleaf Effect Chart
Roll a D6. On a roll of 1-4 the model collapses to the ground and dies. Remove as a casualty. On a roll of 5-6 the model joins the brain leaf body guard. The model still counts towards unit size and victory ponts.
It must move into squad coherency with the rest of the body guard unit in its next movement phase. If the brainleaf does not have a body guard, it must move within 6" of the brainleaf.
Brainleaf Body Guard
The brainleaf can infect most races with its unique attack. to represent this, the body guard may be chosen from the Troops selection of any codex army except for Tyranids, Necrons and Chaos. The points costs is the same as the troop type selected. Tthe stats for the selected troops remain the same except for the initiative that drops to 3 and the BS which drops is 2.
The Body guard is imune to psycology and must remain within 6" of the brainleaf. If the Brainleaf dies, the body guard will wander aimlessly across the battlefield attacking the closest unit (enemy or not).
After reviewing the creature creation rules in the most recent White Dwarf, I was considering perhaps changing these rule to those used by the Enslavers for taking over units.
Kudzu Troop Selection
Lashers
Points: 10
Unit: 5-15 models
Any number of models may be upgraded to Threshers for an additional 10 points.
Lasher WS:4 BS: 0 S: 4 T: 4 W: 1 A: 2 Ld: 9 Sv: 6+
Thresher WS: 4 BS: 0 S: 5 T: 4 W: 1 A: 4 Ld: 10 Sv: 5+
Special:
Infiltrate
"Lay in Wait"
Lashers and Threshers may use the ambush rules as detailed in Codex Catchan
Immune to most moral rules. Must make moral rolls when attack by flame or plasma weapons.
Lashers are bundels of vines covered in two inch thorns. They usually hide themselves by hanging from trees or from ruined buildings, looking like just more undergrowth. They have no visual organs, but track their prey using vibrations. They will wait until the prey is almost on top of them. By then it is too late. The vines become a writhing mass of barbed tenticles sailing through the air.
Once the prey has been impailed on its thorns, It rolls them up an crushes its victim. The Threshers are older lashers, whose tenticles have become thicker and thorns longer. threshers have been rumored to be able to crush vehicles in the coils of their vines.
Attacks:
A thresher may opt to either strike with its tenticles as a standard close combat weapon, or can combine all of its attacks into a cruching attack. Treat crushing attack as power fist.
The information below is derived from a thread I started on 40k.ca in order to discuss the possibility of the existance of non humanoid races within the 40k universe.
The Kudzu and Bregma, were one of the final creations of the Old Ones, after their titanic war against the Necrontyr and C'tan. The Kudzu / Bregma were created to restore the galaxy. Scores of planets had been laid waste by the war. Entire races had disappeared.
The K / B were an act of atonement. The Old Ones made them to rehabilitate the damaged worlds; to bring life back to the galaxy.
They were given simple instructions, but also the ability to modify their programing as the need arose. With this done, the last of the Old Ones withdrew. Time passed and the K / B continued on their mission.
They eventually encountered the humanity. The race was illogical to them. they settled on pristine planets, only to destroy them. humanity poisoned the atmosphere and killed the flora and fauna. Many of the worlds, termed death worlds by the imperium are the K / B fighting back against the spread of destruction of man.
Kudzu
Kudzu developement is more viney and sinuous than the Bregma. They are softer in form and usually have a higher liquid content. The kudzu work to filter out poisons in the water and soil of planets. Some of the Kudzu are also able to crush ferrocrete and titanium in the coils of their vines.
The Kudzu operate an almost animalistic or instinctual level of intelligence. They are made to eliminate any dangers to the reclimation project. The brain leaf, would be the only exception to this.
By itself, it contains only a rudimentary intelligence. Once it has acquired several subjects, it forms a mental gestalt, using the minds of its subjects, to increase its own intellectual capacity.
Bregma
The Bregma like their counterparts the Kudzu work to
rehabilitate the ecosphere of planets. They are stronger in form than the Kudzu. The Bregma grow at a slower rate than do the Kudzu. This factors into the life cycle of the reclamation process. Where the Kudzu are primarily concerned with cleansing the polutants from the ecosphere, the Bregma remake the ecosphere once it has been cleansed.
Unlike their Kudzu bretheren, the Bregma are very intelligent. The Bregma also utilize the Old Ones psycho science to remake worlds and to transport themselves between worlds.
Kudzu and Bregma have variform strains. The Old Ones never intended the worlds to be homogeneous (all the same). They gave the K / B the ability to adapt to the differing enviroments in which they found themselves. This is why when they are transporting to a new world to be reclaimed, only young Kudzu and the seeds of Bregma are sent.
The Kudzu are more adaptable and will mold themselves to the new enviroment. They are responsible for planting the seeds of the Bregma which will take grow on the world. Depending on how much time it takes the Kudzu to purify and pacify the enviroment, it may be generations before the Bregma seeds are planted.
Once planted, the Bregma seeds sample the constituents of the soil. This gives the bregma a template in which to grow. Again, the bregma are slow growing (think how long it takes a red wood to grow to its full height). Their meassurement of time differs from humans and even their cousins the Kudzu.
Once fully grown the Bregma take over reseeding the planet that has been cleansed by the Kudzu. They are able to manipulate their seed pods to make countless varieties of plants. The whole process can take thousands of years to complete.
Catachan is a world that is in the first stages of pacification. The Kudzu bearing the seeds of the Bregma died out before they were able to plant the Bregma seeds. They are therefor stuck in the first phase of pacification, hence their continued attacks on the "indigenous humans".
KUDZU HQ
Brainleaf - Points 60
WS: 4 BS: 4 S: 3 T: 5 W: 3 I: 5 A: D6 Ld: 8 Sv: 6+
Leaf Attack - Rng: 12" S: 3 AP: 6 Special: D3 Shots
The leaves of the brainleaf are a large teardrop shape. they have a thick central stem that tapers to a point at the end. These leaves are attached to the ropey vines that make up the body of the Brainleaf. When executing a Leaf Attack, the vines of the Brain Leaf rear back. The brain leaf flicks them forward in a whipping motion.
The leaves detatch from the vine when it reaches the full extent of its forward motion. This flicking action gives a good velocity to the leaves, which fly towards their target. The outer part of the leaf stabilizes it in flight, like the fins on a dart.
If the target fails its save, roll on the Brainleaf Effect Chart.
Brainleaf Effect Chart
Roll a D6. On a roll of 1-4 the model collapses to the ground and dies. Remove as a casualty. On a roll of 5-6 the model joins the brain leaf body guard. The model still counts towards unit size and victory ponts.
It must move into squad coherency with the rest of the body guard unit in its next movement phase. If the brainleaf does not have a body guard, it must move within 6" of the brainleaf.
Brainleaf Body Guard
The brainleaf can infect most races with its unique attack. to represent this, the body guard may be chosen from the Troops selection of any codex army except for Tyranids, Necrons and Chaos. The points costs is the same as the troop type selected. Tthe stats for the selected troops remain the same except for the initiative that drops to 3 and the BS which drops is 2.
The Body guard is imune to psycology and must remain within 6" of the brainleaf. If the Brainleaf dies, the body guard will wander aimlessly across the battlefield attacking the closest unit (enemy or not).
After reviewing the creature creation rules in the most recent White Dwarf, I was considering perhaps changing these rule to those used by the Enslavers for taking over units.
Kudzu Troop Selection
Lashers
Points: 10
Unit: 5-15 models
Any number of models may be upgraded to Threshers for an additional 10 points.
Lasher WS:4 BS: 0 S: 4 T: 4 W: 1 A: 2 Ld: 9 Sv: 6+
Thresher WS: 4 BS: 0 S: 5 T: 4 W: 1 A: 4 Ld: 10 Sv: 5+
Special:
Infiltrate
"Lay in Wait"
Lashers and Threshers may use the ambush rules as detailed in Codex Catchan
Immune to most moral rules. Must make moral rolls when attack by flame or plasma weapons.
Lashers are bundels of vines covered in two inch thorns. They usually hide themselves by hanging from trees or from ruined buildings, looking like just more undergrowth. They have no visual organs, but track their prey using vibrations. They will wait until the prey is almost on top of them. By then it is too late. The vines become a writhing mass of barbed tenticles sailing through the air.
Once the prey has been impailed on its thorns, It rolls them up an crushes its victim. The Threshers are older lashers, whose tenticles have become thicker and thorns longer. threshers have been rumored to be able to crush vehicles in the coils of their vines.
Attacks:
A thresher may opt to either strike with its tenticles as a standard close combat weapon, or can combine all of its attacks into a cruching attack. Treat crushing attack as power fist.