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Chaos Squats

 Post subject: Re: Chaos Squats
PostPosted: Mon Jul 19, 2010 11:48 am 
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I like the Ork formation, myself.

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 Post subject: Re: Chaos Squats
PostPosted: Mon Jul 19, 2010 12:01 pm 
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I was thinking about these all today.

I am leaning towards an ork offshoot rather than standard Orcs and calling these 'Malorcs' (still use standard Ork models however).

I just need to justify why they are there and exist with the chaos squats and I just do not think Orks would do it.

Just need to find some spare time to 'nut' it all out....

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 Post subject: Re: Chaos Squats
PostPosted: Mon Jul 19, 2010 7:40 pm 
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Genetic experiments of Chaos Squats witrh Ork genes results in Chaosorks/Black Orks and Hobgoblins?

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 Post subject: Re: Chaos Squats
PostPosted: Mon Jul 19, 2010 11:32 pm 
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BlackLegion wrote:
Genetic experiments of Chaos Squats witrh Ork genes results in Chaosorks/Black Orks and Hobgoblins?


In fantasy, the genetic experiments created the Black Orks. I believe the Hobgoblins are a race unto themselves who after assisting the C Dwarves against the Black Ork rebellion, now use the Chaos Dwarves for protection against the other greenskin races.

============

So rather than copy Fantasy, I thought just have Orks in the list. My view is the the C.Squats are not numerous enough to go to war in larger numbers and that is why they have another race with them who also gain benefits from the C.Squats. So I am thinking the C.Squats have their own hierachy and the 'Malorcs' (whether gene experiments or not), form a sub culture under the C.Squats. From there I am thinking (maybe) them treating their society much like as pictured in the movie Apocalypto (minus all the Mayan detail). Decadence, recriminations against lower classes, and excessive Greed - all ruled by fear and maybe various separate caste systems.

Like anything, all in project mode at the moment. Just having fun playing around with the ideas.

Always open to other people's depictions of a Chaos Squat culture.... anybody....?

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 Post subject: Re: Chaos Squats
PostPosted: Tue Jul 20, 2010 12:26 am 
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Dead right on the Hobgoblin thing, frogbear.

In regards to the Orks...there's always interesting tensions to be explored in the whole "mercenary army supporting decadent falling state" thing. Shades of Byzantium (and thus shades of Melnibone).

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 Post subject: Re: Chaos Squats
PostPosted: Wed Jul 21, 2010 3:40 pm 
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Just getting this ready for an initial release and for feedback.

I wanted to take this opportunity to see if any of the more talented out there with a pencil could draw us up an attack helicopter that carries 40 Gladiators (both human and Large mutant sized). It has Reinforced armour and is counted as a DC2 War Engine if that helps any.....

Although I have the image in my mind, I was not gifted with a skill for such things... :(

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 Post subject: Re: Chaos Squats
PostPosted: Thu Jul 22, 2010 9:17 am 
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If I am going to join TOEG in August to paint minis up, I better speed up the development of this list for a release either this weekend or early next week.

To do this, I am going to start to introduce the units so that they are not so 'alien' when you see them on paper.

Here is the first lost for release

The Characters

Image


Zharr : This is the biggest badass of them all. He rules with an iron fist and is probably the most feared little man you are ever going to come across. Promise not to make him mad. He has an aweful temper

Lord Tyrant : Next to the Zharr, these guys are meaner than all. Not happy that they are not Zharr themselves, they dish out instant recriminations for any slight, and are feared enough to rule over all Chaos Squat formations. Anything other than a Chaos Squat is beneath them (funny because he is so short :D ).

Eternal : The shady yet extremely useful caste of the Obsidion Guard are led by an Eternal. Legend has it that an Eternal never truly dies, and the bearer of the armour is blessed by Hashvaht himself to strive above all others. The sight of an Eternal within a formation leads the Obsidian guard onto greater deeds where they earn further accolades in the society of the Chaos Squats.

Malorc Sergeant : Raised above his ilk to lead, the Malorc Sergeant has the honour of serving to lead the Chaos Squat Auxillery forces of Malorcs. His strength, tenacity and ability to inspire fear into his troops is well looked upon by the Chaos Squat hierarchy.

For now that is all the characters I would envision for the Chaos Squats

More datafaxes to come hopefully tomorrow.....

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 Post subject: Re: Chaos Squats
PostPosted: Fri Jul 23, 2010 9:35 am 
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and now for the next lot I have got ready....

Core Formations

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Chaos Squats: After the long separation from the brethren, the Chaos Squats started to accept their immediate fate and learn to survive. This saw them break with old beliefs and deal with other alien races and swap technologies (something that the squats only did sparingly before). Though in this they were very cunning and always brokered the strongest deals to suit their needs. One of these technologies was Power Armour.

Not being as numerous as their brethren, the Chaos Squats sought protection over numbers and adopted Power Armour as a solution to the diminishing numbers. The only drawback was that only lighter weaponry could be handled (due to their stature) and now all such units carry a bolter as the most useful weapon in such armour. While not as effective as Space Marines, a formation of Chaos Squats is still an element of consternation to any general that has had the misfortune of meeting a Zharr and his forces in battle.


Annihalators: UPGRADE Although the Chaos Squats have adopted Power Armour, their need for heavy weapons has seen Annihalators keep the armour of their lost brethren to better handle the weapons on a battlefield. Annihalators are usually found in amongst their Power Armoured brothers, gaining protection from them as they unleash volleys of deadly fire from their heavy weapons.


Obsidion Guard: The elite of the Infantry forces for the Chaos Squats, the Obsidion Guard are equipped with the universally feared Graviton Guns. This secretive and highly mobile formation has been seen on battlefields creating havok to the enemy via the use of Moles, or even Daemon Infused war engines more reminiscent of Khornate designs. Little is known of the Obsidion Guard, other than they are used only when the Chaos Squats wish to show their hand. A general knows that if he is facing the Chaos Squats and has had no reports of sightings of the Obsidion Guard, he is either extremely lucky, or his day can only get steadily worse.


Sentinels of Hashvaht: Little is known of the sentinels. While reportedly towering over a Space Marine Dreadnought, they are supposed to be as tough as Terminators and unforgiving and tenacious in an advance. Little more is known of them and usually accepted as ravings from a few surviving, and obviously unhinged, Imperial guardsmen. The name has been coined from the works of a long lost heretical poet who once commented on the dark cousins of the Squats and the "Sentinels who stand guard over secrets unknown". No report or physical evidence of Sentinels has as yet been found from a battlefield.


I will see what I can get done this weekend for datafaxes...

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Last edited by frogbear on Sat Jul 24, 2010 4:03 am, edited 1 time in total.

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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 1:22 am 
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and he keeps plodding along....

So let me start to introduce the Support options.

Support (group 1)

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Bikes / Buggies: Buggies are an UPGRADE Like the cousins lost to them, the Chaos Squats have retained and use Bikes and Buggies for the tactical advantage these supply on a battlefield. Whether it is to get the few close combat specialists into close proximity of the enemy, or to maneuverer heavy and supporting weaponry into position, the bikes and buggies handle this role especially well.

Road Priest: ADDITION to a formation Earning it's Imperial name from an Imperial Commander at the battle of Karhadzad, the Road Priest has the function of transporting a 'null zone' generator that lessens the impact of incoming fire on the troops within the 'zone'. A rare sight to be seen until recently, it generates it energy from the momentum of the Buggy it is affixed to and usually forms part of a unit of buggies. Under the effects of a Road Priest within the formation, Bikes and Buggies have been able to more effectively make and hold strategic positions during hard fought campaigns.

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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 2:26 am 
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and here is more of the Support...


Support (group 2)

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Malorcs: It is unknown whether it is due to the taint of chaos, or due to the gene engineering of the Chaos Squats, however the Malors bring out an unease from the other greenskin races. Chaos Squats have been known to have dealings with Orks, and have even be seen to have common interests on a battlefield where they have joined in battles against Imperial and Squat forces. Recently however there has been a rise in the use of Malorcs. Sharing much of the physiology of orcs, they retain a greyish hue to an otherwise green skin, and mutations are a common place. They also appear to lack the wanderlust and pure adrenaline of their obvious Ork cousins. Not as anxious to meet a foe in close proximity, they form an effective part of a Chaos Squat force with their massed firepower and sheer numbers. In exchange for their contributions, they enjoy protection and their own subculture within Chaos Squat society.


Slaves: One of the necessities for the Chaos Squat's survival after their Homeworlds were sucked into the warp, was the breakdown of morals, and the challenging of set beliefs. With ownership becoming power, and greed becoming a staple of life, slavery was an obvious step forward. On protecting their borders and then conquering neighboring planets, rather than slaughter a populace, they were put to work. Chaos Squats in this time have become quite arrogant and use slaves to do any menial work which they see as beneath them. Due to this, Chaos Squats enjoy an 'aristocratic' existance and ply their time and resources to further ownership and therefore more power. Slaves are also used for trades, and when recriminations are required, for sport as well.

Promised freedom if they survive, on the battlefield, slaves are hearded together by Malorc slavers and have 'location collars' placed on them. They are advised that if they leave the battlefield, the location collars activate and they will be paralyzed. Due to such treason, they and their family members will be tortured and used for sport. Where this does not keep them in line, the Malorcs slavers present are more than happy to provide the necessary encouragement. Slaves, just before the battle, are then further advised, that if they survive the battle, they will earn not only their own freedom, but also that for their entire family. Little do they know that their 'location collars' are actually explosive collars and no slave is ever seen again after a battle. Back home, any that have not returned are said to have either died or earned their freedom. For those that have 'earned their freedom', their immediate family are quickly shipped off to other battles across the galaxy.


Damburi: Not much is known of the Damburi, and even less is known about their origin. Reports from previous slaves are that they are highly respected by the Chaos Squats. With the body of a 4 legged beast, and the torso of some Daemon, they tower above a Space Marine in size, and carry dark swords known to be able to cut through the strongest steel. Their lack of technology is made up for in their steadfastness and aggression in battle. They form an important specialised close assault element for an otherwise firearm dependant force.


Wardogs: UPGRADE Affected by the warp, these bi-legged animals are trained to attack and fight. While used for sport, protection and enforcement within Chaos Squat society, they breed quite fast. Therefore they are by no means in short supply for use on a battlefield. Placed at the head or on the flanks of formations, they are let loose to pounce on the enemy. Due to their role within Chaos Squat society, no affection is had for these animals and their death on a battlefields across the galaxy are just as much for population control as well as to take the incoming fire from the enemy.

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Last edited by frogbear on Sat Jul 24, 2010 4:04 am, edited 1 time in total.

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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 3:15 am 
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Some further support...


Support (group 3)

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Gladiators / Large Mutants: large mutants are an UPGRADE

Taken as slaves from conquest, or from trades with other races, children and mutants too young to know better are brought up into a life of blood sports. With almost a religious zeal, these 'gladiators' are taught the way of Hashvaht and his never ending battle in the 'other planes'. Their role is to prepare themselves in the coming years to one day be ready to stand with him against the forces of 'Chaos'. Gladiators strive to prepare themselves for that day when they are chosen to stand beside Hasvaht (a role that they are told is only reserved for them, even above the Chaos Squats). The only freedom a gladiator knows is death of their present life. The longer one lives, the higher his station becomes in the service to Hashvaht until 'freedom' finally comes for him. Due to this, a Gladiator is grateful to his 'sponsor' and are even taught to pity the Chaos Squats for they will never know their own god as they will. All gladiators are treated well and enjoy much of what Chaos Squat society has to offer. The best are treated as heroes and enjoy a place at many a Tyrant Lord's side at functions and in public.

The dogma created above serves the Chaos Squats well. They have a fighting class that does not seek freedom other than through their own death. They seek out opportunities for combat and are literally fighting each other to be selected for battlefield roles in times of war. In order to make the most use of these formations, the Chaos Squats built the 'Zigganooks' - gigantic skimming vehicles with giant propellers - which carry their precious cargo safely and insert them exactly where they need to be upon a battlefield. Many an opposing general has seen his battleplans come undone with the appearance of the Zigganooks on the horizon and the eventual slaughter of his troops in key positions.

Due to the nature of the life and where they come from, Gladiators and Large Mutants come from all races and types. It is not uncommon to see humans, orks, beastmen, large mutants, and other abhumans fighting alongside and in coordination with each other in these roles.

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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 3:29 am 
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The units above have shown some special rules that are not all existent in the game as yet so I thought I would post them here before moving onto the other units:


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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 4:00 am 
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and I keep plodding along....

Support (group 3)

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Artillery Support
The Artillery Support are made up of the Blashazzar Cannons and Hashvaht Rockets. Both form essential roles in the Indirect fire they supply on a battlefield. While not delivering the impact of an Ur Cannon (yet to be shown here), they have the benefit of being more mobile and are easier to come off any production line.

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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 4:11 am 
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Small thought..

With slaves being the only explosive collar troops so far, and slaves having a CC of 6+. You could just state on the unit that they are MWCC, and then the special rule becomes a lot simpler "after an assault is resolved involving any units with explosive collars, remove any remaining units with explsive collars (no BMs are generated for this removal".

Unless the collars are going to appear on another unit of course..

Also if you are including Lance, you should probably include disposable.


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 Post subject: Re: Chaos Squats
PostPosted: Sat Jul 24, 2010 4:16 am 
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clausewitz wrote:
Small thought..

With slaves being the only explosive collar troops so far, and slaves having a CC of 6+. You could just state on the unit that they are MWCC, and then the special rule becomes a lot simpler "after an assault is resolved involving any units with explosive collars, remove any remaining units with explsive collars (no BMs are generated for this removal".


The thought did occur to me. I wanted to make the rule specific in the case that someone out there likes the rule and uses it in a future army list with troops who have a better CC than 6+. So just covering all bases so as not to have to make a future change.

Quote:
Also if you are including Lance, you should probably include disposable.


Good point. Now I have to find the space to include it on page 2 of the list. Hmmm...... :-[

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