Well, it has been a little while, hasn’t it? Well, no matter. Time for another installment of the Bonus Content series, where I put up material from my own campaign notes for others to use and peruse. The usual disclaimer about polish applies.
This article is focused on the monstrous constructs I had guarding an alien tomb world in an old Deathwatch game–the same game that featured Gervhardt Ironmaster, from a previous article. Ultimately, the game came down to the Kill-Team seeking out this tomb world in order to stop its secrets and technology from being claimed by a Chaos Warsmith of the Iron Warriors Legion, Tereus the Soulsmith, who served as the campaign’s ultimate adversary. However, the servants of Chaos were not the only threat on the tomb world, as the ancient alien race had left their own guardians to protect their secrets while they pulled a classic “that is not dead which can eternal lie” routine slumbering in another dimension. I went with a techno-organic approach for many of their creations, to differentiate them from Warhammer 40,000’s classic slumbering alien killing machines, the Necrons. Judge for yourself how well they worked.
As a minor note, some of these creatures may have abilities pulled from Deathwatch supplements, such as the Spawn trait on the Discarded Ones, which comes from Mark of the Xenos. This is not core-only material.
Discarded Ones (Troops)
Discarded Ones are twisted conglomerations of desiccated flesh left over from the corpses of the Lost Ones who were unable to retreat with the rest of their race. They have no uniform appearance, being little more than lumps of waxy meat.
Movement: 4/8/–/– Magnitude: Typically 40
Armour: Unyielding flesh (All 4)
Traits: Dark Sight, Fear (1), From Beyond, Natural Armor (4), Relentless (Horde), Spawn (Horde), Unnatural Speed (x2)
Weapons: Erupting Spines (1d10+9 R; Pen 5; Sacrificial*, Tearing)
*For each attack made with a Sacrificial weapon, the Horde loses 1 Magnitude. This loss may be regained through the Spawn trait.
Faceless Hunters (Elites)
These constructs are a little over four feet high at the shoulder, and resemble the skeleton of a hound made of glossy black metal, extended and many-legged like a centipede and without a head or neck.
|45||—||44 (8)||44 (8)||49||10||56||40||—|
Movement: 12/24/36/72 Wounds: 21
Armour: Constructed Body (All 7)
Skills: Awareness +10, Dodge, Scrutiny, Tracking +20
Talents: Assassin Strike, Berserk Charge, Crushing Blow, Leap Up, Sure Strike, Swift Attack
Traits: Brutal Charge, Fear (1) From Beyond, Machine (5), Quadruped (x3), Strange Physiology, Unnatural Strength (x2), Unnatural Toughness (x2)
Weapons: Metallic Claws (1d10+13 R; Pen 3; Razor Sharp)
Warden Spheres (Elites)
These are polished globes of dimly glowing silvery crystals. Looking again shows that they are not actually spheres, but covered in a strange spiraling faceted pattern that is impossible to focus one’s eyes upon.
Movement: 8/16/24/48 Wounds: 8
Armour: Crystalline Faces (All 4)
Skills: Dodge +20
Talents: Deadeye Shot, Sharpshooter
Traits: From Beyond, Flyer (8), Patterned on Infinity*, Size (Puny), Strange Physiology, Suicide Programming**
Weapons: Touch of the Dead Sun (Basic; 30m; S/–/–; 1d10+10 E; Pen 5; Clip –; Rld –; Razor Sharp; Volatile, Does Not Jam)
*Attacks against Warden Spheres suffer a -10 to hit on top of the modifier from their size, due to the difficulty in keeping one’s gaze focused on them.
**If a Warden Sphere begins its turn in melee with an enemy, it detonates. Everyone within three meters who is not protected by Lost One technology (which all Lost One constructs are) must make a Difficult (-10) Dodge test or suffer 2d10+2 Energy damage with a penetration of 9.
Statues of silver crystal and black metal, standing as tall as a Space Marine in his armor, but with no head atop the rounded stump of their neck. They have six arms, and the hands at the ends of each are fused with the handle of an oddly curved blade that seems to shimmer in and out of sight.
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Movement: 5/10/15/30 Wounds: 36
Armour: Heavy Constructed Frame (All 10)
Skills: Awareness, Dodge
Talents: Lightning Attack, Preternatural Speed, Swift Attack, Whirlwind of Death, Wall of Steel
Traits: Fear (2), From Beyond, Machine (5), Multiple Arms, Size (Hulking), Strange Physiology
Weapons: Phase Scimitars (1d10+16, Pen 7, Power Field, -10 to be Parried)
Watcher Thrones (Master)
The mind of an unlucky Lost One is bound within this device, with a single Throne overseeing any given tomb complex. They are only woken from their mad slumber by the direst catastrophes, but the touch of another lifeform, being directly scanned by an auspex, or the destruction of enough of the tomb’s guardians might suffice.
The form of a Watcher Throne is that of an empty chair just barely large enough for an armoured Space Marine to squeeze onto, but assembled of strange, eerie angles, and mounted on a slightly hovering pedestal resembling a tiered ziggurat.
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Movement: 4/8/–/– Wounds: 111
Armour: Machine framework (All 12), Nonspace Field (Protection Rating 40%, does not Overload)
Talents: Independent Targeting
Traits: Armour Plating, Dead and Sleeping*, Fear (3), From Beyond, Hoverer (4), Machine (10), Master of the Tombs**, Size (Enormous), Strange Physiology, Unnatural Intelligence (x2), Unnatural Willpower (x2)
Weapons: Spatial Disruption Array*** (Heavy; Infinite Range; S/–/–; 2d10+4 I, Pen 5; Clip –; Rld–; Felling (2), Tearing)
*A Watcher Throne has a chance of waking up based on the nature of the stimulus that draws its attention. Touching, shooting, or striking the Throne automatically wakes it up. Approaching within one meter has a 60% chance of waking it up, as does a direct scan from an auspex or a similar device. Each Custodian killed within the complex has a 10% chance of waking up the Throne (non-cumulative, roll separately each time).
**A Watcher Throne may teleport itself or any nearby allies to any location within the Tomb Complex as a Full Action, and will generally retreat this way when reduced to below 10 Wounds. At the central station of the tomb, it can teleport any force in the tomb, and it can repair itself to full integrity if left alone within the central station for five minutes.
The Throne will then re-engage, teleporting in additional forces alongside it. If convinced a foe is deadly enough before it is destroyed, it will teleport several high Magnitude Hordes of Discarded Ones after the enemy rather than engage personally.
***The Spatial Disruption Array may fire at 1d5 targets each round. It may fire while the Throne is in melee, and may target those in melee with it or with others at no penalty and no chance to hit the wrong target. It always counts as Braced.