Exodus Slann (Long)

From: <nils.saugen_at_...>
Date: Thu, 30 Oct 2003 08:46:58 +0100

Exodus Slann

Introduction
During the dwindling of the Slann Empire many Slann planets were not
evacuated. These planets were long forgotten about. During the millennia of
years that the Slann Empire lost interest in the galaxy these Slann fought
to survive. They have lost much of their great technology and the society
structure has collapsed. The Slann society on these planets is more of a
tribal existence than a cultural one. Now that the Slann has started to
rebuild their Empire in the galaxy they are finding these planets once
again. Seeing that these planets were of Slann stock they were quickly
adopted back into the Empire, and are know to the Slann as the Exodus Slann.
The Exodus Slann though willing to follow there elder more advanced
relatives would not let go of their cultural up bringing and somewhat refuse
to live as they do. The Exodus Slann forum in to war bands that have war
leaders at the head of every war band, at the head of all the war leaders is
a war chief, at the head of all war chiefs is a Mage Chief. The Mage Chief
is the oldest and most respected Exodus Slann on an Exodus Slann planet. The
Exodus Slann have grown to love warfare, and after running out of resources
to keep building Mechs, now believe them to only be used by cowardly
intellects. They thus take a more direct approach to battle. They still
however retain conversion technology and have built no this; there power
armor is fitted with a small conversion generator that provides an
incredible amount of armor.

The Exodus Slann have been hard pressed over the years by invaders, and were
forced to use lesser races in times of need. These races were of the Slann's
first experiments with creating new races, they were used as slaves to do
manual labor task that the Slann thought to meaningless for them to do. This
race is known as the Dracons or called the Saurians.

The Exodus Slann are ancestor worshippers and pray to the Old Ones. The most
important of the Old Ones are Tlaxcotl, Chotec, Quatl, Tzunki, Xapati,
Huanchi, and the inscrutable Tepoc. These are the most powerful of the
entities known to the Exodus as the Old Ones, the Primordial Patriarchs of
the Exodus Slann race. On the Exodus Slann home worlds, you will find other
lesser deities, but these are mostly deities of subservient beings. One such
is Soteck, the warrior God of the Dracon. Exclusively the Dracon, who see
him as both God of war and savior of their race, worships Soteck.

The Exodus Slann build huge pyramid cities in which to live. The largest of
these pyramids are the temples of the Old Ones. These temples are collectors
of psychic energy and warp energy, which the Exodus Slann Mage Chiefs
manipulate to use their powers. Many of the creations of the Exodus Slann
are affected in one way or another by this psychic energy. The Exodus Slann
Mage Chiefs use it to manipulate materials and to aid in the construction of
many things.

Many of the Exodus Slann and the Dracon paint their armor and vehicles in
one of the colors of the Old Ones.

Marking Name Portent
Vermilion Mark of Chotec Inspired by the Sun God
Blood Red Mark of Sotec Relentless Ferocity
Yellow Mark of Tlaxcotl Utter Determination
Purple Mark of Tepoc Profound Understanding
Black Mark of Huanchi Exceptional Stealth
White Mark of the Old Ones Destined for Greatness
Mottled Mark of Tzunki Agility and Keen Eyesight
Great Crest Mark of Itzl Great Strength

Infantry

Warriors
All able Exodus Slann participate in war. Armed with Conversion armor,
superior fighting skills and their willingness to fight make them better
infantry troops than most of their opponents.

Models: Lift Marines from Dark Star

Warp Walkers
These are Exodus warriors that crave nothing but warfare: they give up their
conversion shields for a small Warp Jump generator. This enables them to
move in and out of the Warp like a Mech (see above for movement rules). They
arm themselves with close combat weapons, for nothing makes them happier
then to look in the eyes of their dieing enemy. All the rules for a jump
apply as they do for a Mech, but the Warp Walkers may not exceed the first
40cm jump. In other words they may not Warp Jump past 40cm.

Models: Assault Marines from GW, Lift Marines from Dark Star, or any 6mm
figure with a pack on its back

Ghost Warriors
They represent the oldest Exodus Slann alive. Though they are starting to
become feeble, they still love to get dressed and participate in battles.
They tend to be a bit larger than normal Slann, and arm themselves with
Conversion Beamers. They play the support roll for the younger more battle
worthy Exodus. Some of these Slann have lived since the dwindling of the
Slann Empire and are very few in numbers, for there are not many Exodus that
don't die at a young age in battle. To show this you may only take one of
these support cards per company.

Models: Space Marine with heavy weapon from Pendraken, or any 6mm model
slightly larger than a Space Marine, painted green with white dry brush, or
white than thin green ink

Summary
Warrior 10cm 6+ +2 Boltcaster rifle 50cm 1
5+ - infantry
Warp Walker up to
                40cm 6+ +4 swords - - -
- Warp Jump
Ghost Warriors 10cm 5+fixed +1 Conversion Beamer 50cm 2
5+ -1d3 infantry limited to one support card per company card


Dracon

Introduction
The Dracons were the first of the Slann's children. When the Slann were
still limited to those few stars around their home planet, they started to
manipulate their own genes. Many things were seen to be below a Slann during
those times, and they sought slaves to do their manual labor. In this quest
they turned to their own genetic material. They created a new slave race
from this material and thus the Dracons were born from the sacred DNA of the
Slann. During the times of mass invasions on their planets the Exodus Slann
were forced to call upon their slaves for help. They desperately needed
numbers on the battlefields, thus they equipped their slaves with weapons
and pushed them into the field of fire. Much to their surprise, the Dracons
proved to be very useful on the Battlefield. They found that the Saurus
Regulars would stand their ground and hold a position to the last man, The
Kroxigors though slow witted, when enraged became great Hand-to-Hand
combatants.T he Skinks were somewhat cowardly, but were found to be great
scouts and snipers when lead by an Exodus. After centuries of warring the
Exodus have found that some of the Dracons have evolved. Some veteran Saurus
have become quite capable of taking orders and being able to command other
Saurus. These Saurus have been given a great responsibility in the Exodus
society, which is of guarding the great temples in witch the Mages live in.
Also a new race of Skinks has come about. They are born with bold black
lines running down their bodies that from into a V at the top of their
heads, this is known as the mark of Itzl or Great Crest. The Exodus Slann
believe that the Old Ones have blessed the Skink race and gave them strength
and courage to help the Exodus defend their temples.

Special rules
All Dracon units must be within a 25cm command radius of a True Slann
command unit, Exodus Slann, Temple Guard, or Great Crested Skink unit.
Dracon that are not within that radius will revert to the following:

                        ? Skink Scouts: Skink scouts that are not in
the Slann command radius will break cohesion and move at charge rate away
from the enemy. Once in command radius they will be able to function as
normal.
                        ? Saurus Regulars: Saurus Regulars out of
command will not move from their position but will fire in the first fire
phase at any enemy troops within range.
                        ? Kroxigor Shock Troops: Kroxigor out of
command will charge the nearest enemy unit and attack it in close combat.

        All Dracons are immune to the Necron Nullifying field, and
Neuro-Disruptor fields, all Dracons may pass through water and marsh terrain
without penalty. When in water Dracons receive a -1 to hit bonus.

Dracon Infantry

Skink scouts
Skinks were originally found to be cowards on the battlefields they were,
however, eventually recognized as efficient marksmen. That and their ability
to manipulate their skin color destined them to be useful on the
battlefield. When lead by others they have proved to be one of the best
commando units in the galaxy.

The Skink Scout moves much like other Scouts. They may move once up to
their charge rate before the battle begins. Skink skin changes color and
texture as they move from terrain to terrain. This ability makes it very
difficult to spot them. In game play this means that they cannot be
targeted from ranges greater than 25cm. Skinks are excellent marksmen and
thus can target a single individual in a group of soldiers. Skink Scouts
are then not bound by the general targeting rules, and are allowed to shoot
at enemy command units even if they are not the closest targets. To do
this, the player must first roll a D6 for any Skink stand that attempts to
target a command unit. On 4+ the Skink can identify the stand and may shoot
at it, otherwise they have to shoot at some other target.

The Great Crested Skink that accompanies the Skink Scouts into battle also
gets to make one move before the battle, as he is the director of scouting
action. Keep in mind however that the Sinks must have someone directing
them to be effective. Further, The Great Crested Skink has the same ability
to blend into terrain like normal Skinks with only his black lining never
changing. Thus he to may never be targeted from over 25cm. He too is not
bound by the general targeting rules, and is allowed to shoot at enemy
command units even if they are not the closes. (Follow rules above for
targeting)

Models: Squats or Chaos Squats form GW, Ral Partha Kurita, or Davion
infantry

Saurus regulars
Saurus where originally designed to do the heavy maintenance jobs for the
Slann, and were crossed with Large lizards making them larger then a normal
Slann. When the Exodus were faced with defeat on some of their worlds they
pushed the Saurus into battle to see what aid they could give. As it turned
out, the Saurus, with their exceptionally tough skin and great will power to
please their god Sotec, were of great use to the Exodus. They were able to
help the Exodus to hold on to their lines and give much needed support fire.
When directed by an Exodus intelligence or Saurus Temple Guard they become
very effective warriors, and are able to hold their own against many other
troops in the universe. Due to their conversion beamers firepower they are
fielded as heavy support for the Exodus army.

Models: Lizardmen from Pendraken Figures SCI-FI line, K'Hiff from Anisty,
Ral Partha Kurita or Davion infantry

Kroxigor shock troops
Kroxigors are, and will always be beasts of burden. They are much too dumb
to be of any real use to the Exodus. When the Exodus pushed these brutal and
stupid beast into battle they found that they were useless at firing a
weapon, but seemed to love being in close combat. This enrages Kroxigors and
releases large amounts of endorphins into their brains. Seeing this, the
Exodus decided to use them as shock assault troops. To do this they arm the
Kroxigors with Exodus Battle Suits and Warp Claws. By doing this The Exodus
have found many uses for the Kroxigors. Kroxigors are very fast units, and
charge into battle with bloodcurdling cries.

Warp claws
Warp Claws are of one of the first Warp weapons the Slann ever developed.
Mages and Technicians combining psychic energy and Warp technology developed
it. The Warp Claws work as a normal power weapon against regular troops and
vehicles, but the Claws use a combination of stored psychic energy and Warp
field technology when it is used against Daemons of any sort. The attack
from a Kroxigor is considered a non-physical attack when in close combat
with units classed as Daemons. The Warp claws also make the Kroxigors
totally immune to any form of psychic attacks.

When in Hand to Hand against units classed as Daemons only, add +2 to CAF

Models: Predator Alien from Pendraken Figures SCI-FI line

Summary
Skink Scouts 10cm - 0 Botcaster sniper rfl 50cm 4+
0 Cannot be targedet at ranges over 25cm
Saurian regulars 10cm - +1 Conversion beamer 50cm
2+ -1d3
Kroxigor schok
Troops 15cm 5+* +6 Warp Claws - -
-

Cavalry and walkers

Coldones riders
 Some Exodus mounts themselves on large Raptor like beasts called Coldones.
These beasts are hand raised from birth and are saddle broken at young ages.
They have very powerful hide legs and can run at an extremely fast rate,
razor sharp claws that have been known to rip right through armor, and very
tough hides. The Exodus that ride these beast arm themselves with lightning
lances that are basically a version of the lightning rod used by a Necron
lord. And they give up their Battle Suits to cut down on weight. (The lance
is already factored into CAF)

Models: Fantasy Tribal Lizardmen Rapter Rider with Spear and a Rapter from
Pendraken

Taradon
Taradon riders are Exodus that mainly live in the high peaks of mountains.
They are worshipers of the sun god Chotec and raze large winged dinosaurs
called Taradons. For they say they can feel the presents of Chotec when they
are gliding through the skies on them. During times of war Taradon riders
mount Boltcaster Cannons on the under belly of the Taradons, and arm
themselves with force lances. The force lance is the chosen weapon of Chotec
worshipers for when turned on it glows the color of the sun. Though not as
strong a fighter as the Coldones Riders, the Taradon Riders have proven
themselves time and time again on the battlefield. By sweeping enemy flanks
with their speed and driving home the punch with their superior firepower.

Taradons are considered skimmers thus all rule for skimmers apply

Models: Fantasy Tribal Lizardmen Raptor Rider with Spear and flying Dinosaur
form Pendraken Figures/ mount some kind of weapon on the under belly

RAPTORS:
Just like the Coldones riders these Exodus mounts themselves on the large
Raptor like beasts called Coldones. Unlike the coldones riders the Raptors
are armed with a saddlemounted, short ranged, rapid firing multi boltcaster.
Models: Use Pendrakens sci-fi lizard mounted model s


Summary
Unit Name Move Save CAF Weapon Range Attack Dice To
hit roll Target's save modifier Notes
Coldones 20cm - +4 Lightning Lance 15cm 1
4+ -1 Cavalry (infantry)
Taradon 30cm - +3 Force Lance
Cavalry (infantry) Skimmer.
                                Boltcaster 15cm 1 5+ 0

Raptors 15cm - +1 Multi Boltcaster 25cm 3 5+
-1 Calvalry

                                         
Vehicle

Newt
This wheeled tank is the oldest Exodus transport. It is equipped with a
Heavy Boltcaster, and may carry 2 stands.

Gecko
Built on the successful Newt chassie the Gecko is equipped with tougher
armour and and a boltcaster cannon.

Summary
Unit Name Move Save CAF Weapon Range Attack Dice To
hit roll Target's save modifier Notes
Newt 20cm 4+ 0 Heavy boltcaster 25cm 2 5+
-1 Carries 2 stands, vehicle
Gecko 20cm 3+ +2 Boltcaster Cannon 50cm 1 4+
-2 Vehicle
                                Heavy boltcaster 25cm 2 5+
-1


Artillery and Anti-aircraft

Salamander
On most Exodus worlds you will find large amounts of dessert area, with
oasis surrounding them. Temple cities are built in the oasis areas, witch
leads to the Exodus having to defend their Temples on dessert terrain. At
first the Exodus thought that their skimmers would be of great use, but were
terribly mistaken. There was not enough cover for the tanks to hide, and
artillery skimmer tanks were of easy targets. So the technicians went to
work, they tried many types of vehicles and came to a conclusion that fast
moving dune buggies were the answer. There are many variations of these, and
from time to time they look completely different on different worlds, but
are always designed to play the same roll. There are three types of dune
buggies, Salamander, Tiger Moth, Dragon Fly and the later being an AA unit.
The Salamander is fitted with a missile launcher.

A light Conversion Shield, this helps cut down on weight to allow them to
move faster, protects all Dune Buggies.

Models: Aliya Class Dune Buggy w/missiles from Brigade Models

Dragon fly AA
The Dragon Fly is a variant of the Salamander; it is fitted with
multi-lasers and targeters. And dose not suffer from the -1 to hit when snap
firing.
 
Models: Aliya Class Dune Buggy w/ Twin MGs from Brigade Models

Tiger moth
Tiger Moths is a newer design of the Dragon Fly, it has be fitted with a
small version of a Conversion Cannon and a more advanced targeter. This
buggy was built with the help of the Slann technology.
Models: Aliya Class Dune Buggy w/cannon From Brigade Models

Summary
Unit Name Move Save CAF Weapon Range Attack Dice To
hit roll Target's save modifier Notes
Salamander 25cm 5+ 0 Missiles 50 cm 2 4+
-2 vehicle
Dragon Fly 25cm 5+ 0 Multi-laser 50cm 4 5+
-1 AA, Ignores snap fire penalty, vehicle
Tiger Moth 25cm 5+ 0 Conversion beamer 50cm 2
5+ -1d3 Ignores snap fire penalty, vehicle

Special units

Mage Chief
The Mage Chiefs are the rare individuals that are born with psychic powers.
Only one Mage chief per planet exists. Unlike other Slann the Exodus have
drastically dwindled in psychic numbers. Though they still remain to have
telepathic ability, they cannot get their minds to control physical powers.
The Mage Chief are the rulers of their planet, they live in the biggest
Temples on any Planet, usually built by all Exodus and Dracons working
together, are of monumental size, and on some planets can be see from space.
A Mage Chief is able to use one of the powers below per turn.

        * THE GLORY OF TLAXCOTL: All friendly unit within 25cm
automatically pass morale test, all fleeing within 25cm will immediately
rally.
         
        * THE GLORY OF TZUNKI: Pick one detachment within 25cm, (until
the end of the combat phase) no penalty to Snap Fire, +1 to hit, and +1 to
CAF

        * THE GLORY OF HUANCHI: The Mage Chief opens a gate through
the warp. Take two Gutbuster templates and place them within 30cm of LINE OF
SIGHT of the Mage. The two makers represent the two sides of the gate. Any
models which move into one of the gate markers disappears, instantaneously
reappearing out of the other gate marker. Models expend no movement between
the gate makers and may charge or advance through them as normal movement.
Only models of FOOT INFANTRY may move through the gates, SO NO VEHICLES,
ECT. Can pass through. Roll 1D3 this is how long the gate stays open. While
the gate is open the Mage may not use his other powers.

The Mage Chief is a command unit and follows all rules from Net epic for
command units. Mage Chiefs are very rare you may only have one per every
3000pts.

Models: Space Marine command stand from GW or any 6mm command stand

Warchief
The Exodus War chiefs are the rulers of their Temple cities. They sit upon
thrones in large Temples and dictate law and order over the city. They play
the roll of HQs for the Mage Chief. War chiefs stay in direct contact with
the Mage Chief by psychic ability; this allows the War chief to change the
orders of any one unmoved unit within 25cm

War chiefs are command units and follow all rules from Net epic for command
units.

Models: Space Marine command stand from GW, or any 6mm command stand

Saurus temple guards
Temple Guards are of an evolving Saurus race that is much smarter than the
regulars, as they age they show signs of comprehending what is being asked
of them. With this they are given two great honors, they guard the great
temples in which the Mage Chief and the temples in which the War chiefs live
in., during times of war they lead Kroxigor units and Saurus units into
battle. Temple Guards are armed with Exodus halberds and are granted a
Battle Suit. Exodus Halberds are a version of the Necron Lightning rod.
 
Temple Guards are considered command stands and thus fire as first fire and
move as charge, but may only command Saurus or Kroxigors

Models: Tribal Lizardmen with spear from Pendraken Figures

Temple guard dragoons
Temple Guards are of an evolving Saurus race that is much smarter than the
regulars, as they age they show signs of comprehending what is being asked
of them. With this they are given two great honors, they guard the great
temples in which the Mage Chief and the temples in which the War chiefs live
in., during times of war they lead Kroxigor units and Saurus units into
battle. These temple guards are mounted on swamp beasts called Dragoons.

Models: Use Pendrakens sci-fi lizard mounted models

Great crested skink
Crested Skinks are another evolving Dracon race, they are much stronger, and
show sings of great determination when asked to accomplish a task on the
battlefield. They are born with a mark of Itzl, and other Skinks will flock
to them cause of this. The Exodus believes that the Old Ones have blessed
the Skinks to help them defend their Temples. Either way, these Skinks have
proven to be of a great asset to the Exodus, in being able to bring the
skink race to the battlefield. Crested Skink arm themselves with a
boltcaster sniper rifles.

Crested Skinks are considered command stands and fire as first fire and move
at charge rate, but may only command Skinks

Models: Squat command stand, Chaos Squat stand from GW, or any 6mm command
stand slightly smaller than a Space Marine

Summary
Mage Chief 10cm 5+ fixed +4 Ancient weapon 50cm 2
5+ -1 Command unit, infantry
War chief 10cm 5+ fixed +5 Ancient weapon 50cm
2 5+ -1 Command unit, infantry
Temple Guard 10cm 5+ fixed +6 Exodus Halbred 50cm 1
5+ -1 May only command dracon, infantry
Temple Guard
Dragoon 20cm - +6 Exodus Halbred 50cm 1 5+
-1 May only command dracon, calvalry
Great Crested skink 10cm - +2 Boltcaster sniper
                                        rifle 50cm 1 4+
0 Infiltration, can command skink scouts only
Received on Thu Oct 30 2003 - 07:46:58 UTC

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