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| A fun little Experiment | |
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Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: A fun little Experiment Fri Jun 30 2017, 16:20 | |
| So, thrice now it has been suggested that @The Shredder, @The Strange Dark One and myself shift our derailings of ,@The Shredder's "Infantry Armies" thread over to the appropriate section, that being rules development.
I figured we may as well have a go at doing a scratch rewrite to fix the 'problems' with our new Index.
Namely the general sameness of it all, and perhaps pumping some life back into the cold, emaciated corpse of our now powerful army.
The formatting plan should become apparent once I've got the first few posts away, and I intend to keep a copy of our "current" plan on the front page once we have a clearer idea of what exactly that plan is. But for the sake of ease, if making a suggestion, please keep the formatting somewhat similar to that demonstrated in my post. Cheers.
Our goal here is to make everything feel distinct, unique and fluffy. Do try to keep a lid on your power-creeping fingers. Things should be balanced in accordance to their current (real rules) counterparts:
Harlequins (who I feel are in a good place) are to be used as a baseline of balancing when determining the abilities and points costs of Wyches or our (inevitably CC-dedicated) melee characters that fall into the "death by a million precise and artful cuts" style of fighting. Lelith~=~Solitaire Archon<Troupe Master~=Succubus<Solitaire. 1.5 Reavers~=~1Skyweaver
Our Anti Infantry shooting should be measured against Guard (on the assumption of 1 point per Conscript) Looking at Damage output in terms of Range and Expected Wounds in a single turn of shooting, and then comparing survivability (saves, number of Wounds, buffs that can be given by surrounding Commanders) sort of thing.
Anything Poison Should be measured against Pulse Rifles, Shuriken equivalents, Bolter Equivalents and Gauss weaponry. These are the equivalents, they all have different benefits, find a points cost that roughly cancels out.
Anything Anti-Tank should be measured against a Devastator Squad, a Land Raider and a Rhino. Ideally, we're looking at "Slightly less likely to Wound" "Slightly more likely to breach defences and cause Damage."
Let's get started!
Last edited by Ikol on Sat Jul 01 2017, 03:45; edited 1 time in total | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 16:33 | |
| Army Wide Special Rules:Power from Pain: Models with this rule gain abilities as the battle progresses in accordance with the following list. All abilities are cumulative. - Spoiler:
Turn 1: Inured to Suffering. Roll a D6 each time a model with this rule suffers a wound. On a 6 the model ignores the injury and the wound is not lost. Turn 2: Eager to Flay. You may reroll the dice when determining how far a unit with this rule moves when Advancing or Charging. Turn 3: Flensing Fury You may add ‘1’ to Hit rolls made by a unit with this ability in the Fight Phase. Turn 4: Emboldened by Bloodshed Units with this ability automatically pass Morale tests. Do not roll the dice. Turn 5: Mantle of Agony Subtract ‘1’ from the Leadership scores of enemy units within 6” of any units with this ability.
Combat Drugs: Though they drastically reduce the Lifespan of their users, many competitors within Wych Cults make use of performance enhancing Combat Drugs on and off the battlefield. A unit with this special rule may pick one of the following effects to last the entire battle. Two units within the same army may not take the same drug, unless all 6 drugs have been taken at least once. - Spoiler:
Adrenalight: +1 Attack Grave Lotus: +1 Strength Painbringer:+1 Toughness Hypex: +2” Movement Splintermind: +2 Leadership Serpentin: +1 to Hit rolls in the Fight Phase
Latest Creations: - Spoiler:
Misappropriated Pleasure Response: +1 to the Innured to Suffering Roll for all models within the unit. Tyrannic Hide Modifications: +1 Toughness Backup Organs:+1 Wound Excess Adrenaline Glands: +2” to Advance and Charge Rolls. Denser Muscle Tissue: +1 Strength Artfully Wired Nervous System: +1 Attack
Arcane Wargear: - Spoiler:
Phantasm Grenade Launcher: Found in the Dark Eldar Ranged Weaponry List.
Soul Trap: For Each enemy model the bearer slays in Close Combat, the bearer gains an additional Point of Strength to a maximum Strength of 8.
Webway Portal: During deployment, for every Webway portal on the table, 2 Aeldari units or 1 Aeldari Vehicle and its occupants may be deployed in the Webway. At the end of any movement phase, you may place these units on the table, so long as they are wholly within 12" of the bearer. You may not place Fliers, or the Tantalus in Webway deployment.
Illusory Shroud: Any unit that is wholly within 12" of the bearer gains the Hard to Hit (-1 on Hit rolls, same as Venoms, Fliers and Mandrakes) modifier.
Dark Eldar Melee Weaponry- Melee Weapons:
Agoniser: Melee, S: user, AP: -2, Dmg: 1. Attacks made with this weapon always wound non-Vehicle models on a 4+.
Barbed Hair: Lelith Hesperax Counts as being equipped with a Shardnet. Your opponent suffers a -1 modifier on No Escape rolls when engaged in combat with a model equipped with a Shardnet.
Beastmaster’s Whip: Melee, S: user, AP: -1, Dmg: 1. Attacks made with this weapon always Wound non-Vehicle models on a 3+.
Bladevanes: Melee, S: user+1, AP: -1, Dmg: 1. On a roll of 6+ to Hit, attacks made with this weapon become AP: -3.
Chain Flails: Melee, S: user, AP: -2, Dmg: 1.
Demiklaives, Double Blades: Melee, S: user+1, AP: -2, Dmg: 1. A model attacking with this profile for Demiklaives may make 2 additional attacks.
Demiklaives, Single Blade: Melee, S: user+2, AP: -3, Dmg: 3.
Electrocorrosive Whip: Melee, S: user, AP: -2, Dmg: 2. Attacks made with this weapon always wound non-Vehicle models on a 4+.
Flesh Gauntlets: Melee, S: user, AP: 0, Dmg: D3. Attacks made with this weapon always wound non-Vehicle models on a 3+, and any attack made with this Weapon that rolls a 6+ to Wound deals an additional Mortal Wound.
Glimmersteel Blades: Melee, S: user, AP: -2, Dmg: 1.
Haemonculus Tools: Melee, S: user, AP: 0, Dmg: 1. Attacks made with this weapon always Wound non-Vehicle models on a 4+.
Hellglaive: Melee, S: user+1, AP: 0, Dmg: 2.
Huskblade: Melee, S: user, AP: -4, Dmg: 3, Dessicator: Attacks made with this weapon only deal 1 damage to Vehicles rather than 3.
Hydra Gauntlets: Melee, S: user, AP: -1. Dmg: 1. A model equipped with this weapon may make D3 additional attacks with this weapon each Fight Phase, and may also reroll any failed rolls to Wound.
Ichor Injector: Melee, S: user, AP: 0, Dmg: D3. Only one attack may be made with this Weapon per Fight phase, all other attacks must be made using a different Melee Weapon. Attacks made with this Weapon always wound on a 2+, and cause D3 additional Mortal Wounds on a 4+.
Klaive: Melee, S: user+2, AP: -3, Dmg: 2.
Macro Scalpel: Melee, S: user, AP: -1, Dmg: 2.
Mindphase Gauntlet: Melee, S: user, AP: 0, Dmg: 1. Any enemy models within 1” of a model carrying this weapon suffer -1 to all Hit rolls.
Monstrous Cleaver: Melee, S: user +1, AP: -2, Dmg: 2.
Power Lance: Melee, S: user+2, AP: -1, Dmg: 1.
Power Sword: Melee, S: user, AP: -3, Dmg: 1.
Razorflails: Melee, S: user, AP: -1. Dmg: 1. A model equipped with this weapon may make D3 additional attacks with this weapon each Fight Phase, and your opponent must reroll all successful armour saves made against this weapon.
Scissorhand: Melee, S: user, AP: 0, Dmg: D3. Attacks made with this weapon always wound non-Vehicle models on a roll of 4+. In addition, on a roll of 6+ to Wound, attacks made by this weapon become AP: -3.
Serpent Blades: Melee, S: user, AP: -2, Dmg: 1. Attacks made with this weapon always Wound non-vehicle models on a 2+. In addition, Duke Sliscus may make 2 additional Attacks with this Weapon per Fight phase.
Shardnet and Impaler: Melee, S: user +1, AP: -1, Dmg: 2. Your opponent suffers a -1 modifier on No Escape rolls when engaged in combat with a model equipped with a Shardnet.
Spirit Leech Tendrils: Melee, S: user, AP: 0, Dmg: 1. Attacks made with this Weapon benefit from a +1 modifier to all Wound rolls made against non-Vehicle models. For every unsaved Wound inflicted with this Weapon, add 1 to the Spirit Leech Tally for the Chronos carrying this Weapon.
Steel Fan: Melee, S: user, AP: -3, Dmg: 1. Lady Malys may make 2 additional attacks with this Weapon per Fight Phase.
Stunclaw: Melee, S: user+1, AP: 0, Dmg: 1. Each time a 6+ is rolled to Wound with this weapon, the target suffers a Mortal Wound in addition to any other damage.
The Piercing Blades: Melee, S: user, AP: -4, Dmg: D3.
Venom Blade: Melee, S: user, AP: -1, Dmg: 1. Attacks made with this weapon always Wound non-Vehicle models on a 2+.
Wych Knife: Melee, S: user, AP: -1, Dmg: 1.
Dark Eldar Ranged Weaponry- Ranged Weapons:
Baleblast: Assault 2, 18” S: 4, AP:-1, Dmg: 1. Each time a roll of 6+ to Wound is made for this weapon, the target suffers a Mortal Wound in addition to any other damage.
Blast Pistol: Pistol 1, 9”, S: 8, AP: -4, Dmg: D3.
Blaster: Assault 1, 18”, S: 8, AP: -4, Dmg: D3.
Dark Lance: Heavy 1, 36”, S: 8, AP: -4, Dmg: D6.
Dark Scythe: Assault D3, 24”, AP: -4, Dmg: D3.
Disintegrator Cannon: Assault 3, 36”, AP:-3, Dmg: 2.
Haywire Blaster: Assault 2, 24”, S: 4, AP: 0/-4, Dmg: 1/D6. This Weapon always Wounds Vehicles on a 3+, and uses the secondary values (those shown after the “/”) for AP and Dmg when targeting these models.
Heat Lance: Assault 2, 18”, S: 6, AP: -5, Dmg: D6. When Targetting Vehicle models, this weapon may reroll its damage result.
Hex Rifle: Assault 2, 36”, S: 4, AP: -1, Dmg: D3. Sniper. This weapon deals Mortal wounds on a to Wound roll of 4+.
Liquifier: Assault D3, 9”, S: 3, AP: -D3, Dmg: 1. This weapon automatically hits its target, and deals an additional Wound to non-Vehicle models on a to Wound roll of 4+.
Ossefactor: Assault 2, 18”, S: 3, AP: -2, Dmg: 2. When targeting non-Vehicle models, this weapon wounds on a 2+, in addition, if a model is slain by this weapon, then the models unit immediately suffers D6 randomly distributed Mortal Wounds.
Plasma Grenades: Grenade D3, 8”, S: 4 AP: -1, Dmg: 1.
Razorwing Necrotoxin Missiles : Assault 6, 48”, S: 1, AP: 0, Dmg: 1. When targeting non-Vehicle models, this weapon Wounds on a 2+.
Razorwing Shatterfield Missiles: Assault D6, 48”, S: 7, AP: 0, Dmg: 1. Any model hit by this weapon must immediately take a Toughness test. If failed, the model suffers a Mortal Wound in addition to any other damage.
Razorwing Monoscythe Missiles: Assault D6, 48”, S: 6, AP: -2, Dmg: 2. Units hit by this weapon may not fire Overwatch until after their next Movement Phase.
Shard Carbine: Assault 3, 18”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 4+ when targeting non-Vehicle models.
Spirit Syphon: Assault D3, 12”, S: 5, AP: 0, Dmg: 1. This weapon Wounds on a 3+ when targeting non-Vehicle models. A roll of 5+ to Wound causes a Mortal Wound instead. For every unsaved Wound inflicted with this Weapon, add 1 to the Spirit Leech Tally for the Chronos carrying this Weapon.
Spirit Vortex: Assault D3, 18”, S: 5, AP: 0, Dmg: 1. This weapon Wounds on a 3+ when targeting non-Vehicle models. A roll of 5+ to Wound causes a Mortal Wound instead. For every unsaved Wound inflicted with this Weapon, add 1 to the Spirit Leech Tally for the Chronos carrying this Weapon.
Splinter Cannon: Rapid Fire 3, 36”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 4+ when targeting non-Vehicle models.
Splinter Pistol: Pistol 1, 12”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 4+ when targeting non-Vehicle models.
Splinter Pods: Assault 2, 18”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 4+ when targeting non-Vehicle models.
Splinter Rifle: Rapid Fire 1, 24”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 4+ when targeting non-Vehicle models.
Stinger Pistol: Pistol 1, 12”, S: 1, AP: 0, Dmg: 1. This weapon Wounds on a 2+ when targeting non-Vehicle models.
Stinger Pods: Assault 3, 24”, S: 5, AP: 0, Dmg: 1. This weapon Wounds on a 2+ when targeting non-Vehicle models.
Void Lance: Assault 1, 48”, S: 9, AP: -4, Dmg: D6
Void Mine: Once per battle, you may select a Unit which the Voidraven moved over in the Movement phase. Roll 1D6 for each Infantry model, and 3D6 for each Vehicle or Monster model in the unit to a maximum of 10D6. Each time a 3+ is rolled, the targeted unit suffers a Mortal Wound. This attack is resolved at the end of each Voidraven’s movement phase, when the Voidraven decides to make the attack.
Voidraven Implosion Missiles: Assault D3, 48”, S: 8, AP: -3, Dmg: 1.
Voidraven Shatterfield Missiles: Assault D6, 48”, S: 7, AP: 0, Dmg: 1. Any model hit by this weapon must immediately take a Toughness test. If failed, the model suffers a Mortal Wound in addition to any other damage. Kabal Units:::- Kabal Army Selection Choices:
Archon - The humble body double:
Mv:7”, WS:3+, BS:3+, S:3, T:3, W:4, A:4, Ld:9, Saves: 5+/4++(Clone Field)/6+++ Splinter Pistol, Power Sword, Plasma Grenades. May exchange Splinter Pistol for Blast Pistol or Blaster. May exchange Power Sword for Agoniser or Husk Blade. May take a Phantasm Grenade Launcher, Webway Portal or Illusory Shroud. Power from Pain Weed out the Weak: Faction Keyword <Kabal> units within 6” of an Archon may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Towering Arrogance: Faction Keyword <Kabal> units within 12” receive +1Ld Faction Keywords: Aeldari, Drukhari, <Kabal> Keywords: Infantry, Archon, HQ
High Archon - Paranoia in 3 acts:
Mv:7”, WS:2+, BS:2+, S:3, T:3, W:5, A:4, Ld:9, Saves: 5+/2++(Shadowfield)/6+++ Splinter Pistol, Power Sword, Plasma Grenades. May exchange Splinter Pistol for a Blast Pistol or Blaster. May exchange Power Sword for Agoniser or Husk Blade. May take items from the Arcane Wargear List. Power from Pain Towering Arrogance: Faction Keyword <Kabal> units within 12” receive +1Ld Prove Your Worth: Faction Keyword <Kabal> units within 6” of an Archon may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Faction Keyword Drukhari units within 6” may reroll failed Wound rolls of a ‘1’ whenever they make a shooting attack.
Scourge Archon- Bird Bird Bird, Bird is the Word:
Mv:14", WS2+, BS:3+, S:3, T:3, W:5, A:4, Ld:9, Sv: 5+/6++(Ghostplate)/2++(Shadow Field) Wargear: Power Sword, Splinter Pistol, Darklight Grenades Wargear Options:May replace Power Sword with one of the following: Agoniser, Power Lance, Venom Blade, Husk Blade. May replace Splinter Pistol with one of the following: Blast Pistol, Blaster, Haywire Blaster, Heat Lance, Splinter Cannon, Dark Lance May take items from the Arcane Wargear and Artefacts of Cruelty lists. Abilities:Power from PainGhostplate: (as per Scourges) Shadowfield: (as per High Archon) Winged Strike: (as per Scourges) Under the Eye of Your Lord: Any soul under the employ of an Archon that fails to pull their weight is liable to be cut down from behind in a dark alleyway the minute they return to Commoragh, for fear of such a fate, those that find themselves under their rulers scrutiny redouble their efforts to hit their targets. Faction Keyword "<Kabal>" and Keyword "Scourge" Units within 6" may reroll to Hit rolls of a 1 any time they make a Shooting Attack. Lady Aurelia Malys - "I swear, I'm not a clown!":
Mv:8”, WS:2+, BS:2+, S:3, T:3, W:5, A:4, Ld:10, Saves: 5+/5++/6+++ (All saves are rerollable, Crystal Heart) Blast Pistol, Steel Fan (Power Sword), Webway Portal and an Illusory Shroud. Power from Pain Towering Arrogance: Faction Keyword <Kabal> units within 12” receive +1Ld Prove Your Worth: Faction Keyword <Kabal> units within 6” of an Lady Malys may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Faction Keyword Drukhari units within 6” may reroll failed Wound rolls of a ‘1’ whenever they make a shooting attack. Mistress of Predilection: Malys’ ability to discern the future of a battlefield is considered by many to be unnatural. Many an impervious flick of the wrist has sent a Warrior scrambling out of the way of a beam of Plasma, or given a band of her soldiers time to take cover before a salvo of shells impacts their position. All <Kabal of the Poisoned Tongue> or <Masque> units within 6” of Malys gain a +1 Modifier to their Invulnerable saves. If they do not have an Invulnerable save, then they instead gain a 6++ Invulnerable Save. Lady Malys benefits from a 5++Invulnerable Save. Faction Keywords: Aeldari, Drukhari, <Kabal of the Poison Tongue>, <Masque>, Lady Malys Keywords: Infantry, HQ, Unique
Duke Travellyth Sliscus - The Man, The Myth, The Legend:
Mv:8”, WS:2+, BS:2+, S:3, T:3, W:5, A:4, Ld:10, Saves: 5+/2++(Shadowfield)/6+++ Blaster, Serpent Blades, Plasma Grenades, Phantasm Grenade Launcher, Webway Portal and an Illusory Shroud. Power from Pain, Combat Drugs Towering Arrogance: Faction Keyword <Kabal> units within 12” receive +1Ld Prove Your Worth: Faction Keyword <Kabal> units within 6” of an Archon may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Faction Keyword Drukhari units within 6” may reroll failed Wound rolls of a ‘1’ whenever they make a shooting attack. Drug Lord: 3 allied Aeldari units in the same detachment as Sliscus may be given the Combat Drugs rule. These 3 units may not have any of the following Keywords: <Aspect Shrine>, <Haemonculus Coven>, <Unique>, <Daemon>, <Wraith Construct>, <Vehicle> or <Beast>. If a unit that already has the Combat Drugs rules is selected, then that unit may take two selections from the Combat Drugs table, but may not take the same Drug twice. Combat Drugs taken with the Drug Lord rule do not count towards the ‘filling the table’ requirement, and are not limited by the ‘must fill the table before duplicates’ restriction. In addition, Duke Sliscus may take 3 separate selections from the Combat Drug table. Faction Keywords: Aeldari, Drukhari, Corsair, <Kabal of Pure, Unadaltered Win>, <Corsair Fleet>, Duke Sliscus Keywords: Infantry, HQ, Unique
Kabalite Warriors - Warriors:
Kabalite Warrior: Mv:7”, WS:3+, BS:3+, S:3, T:3, W:1, A:1, Ld:7, Saves: 5+/6+++ Sybarite: Mv:7”, WS:3+, BS:3+, S:3, T:3, W:2, A:2, Ld:8, Saves: 5+/6+++ Splinter Rifle, Plasma Grenades. For every 5 models in the unit, one Kabalite Warrior may exchange their Splinter Rifle for an item from the Special Weapons list. For every 10 models in the unit, one Kabalite Warrior may exchange their Splinter Rifle for an item from the Heavy Weapons list. The Sybarite may replace their Splinter Rifle with a Splinter Pistol or Blast Pistol. The Sybarite may take an Agoniser or Power Sword. The Sybarite may take a Phantasm Grenade Launcher Power from Pain Faction Keywords: Aeldari, Drukhari, <Kabal > Keywords: Infantry, Kabalite Warriors, Troops
Kabalite Trueborn - Trueborn:
Kabalite Trueborn: Mv:7”, WS:3+, BS:3+, S:3, T:3, W:2, A:2, Ld:8, Saves: 5+/6+++ Dracon: Mv:7”, WS:3+, BS:3+, S:3, T:3, W:3, A:3, Ld:8, Saves: 5+/6+++ Splinter Rifle, Plasma Grenades. For every 5 models in the unit, 4 Kabalite Trueborn may exchange their Splinter Rifle for an item from the Special Weapons list. For every 5 models in the unit, 2 Kabalite Trueborn may exchange their Splinter Rifle for an item from the Heavy Weapons list. The Dracon may replace their Splinter Rifle with a Splinter Pistol or Blast Pistol. The Dracon may take an item from the Kabal Melee Weapons list. The Dracon may take a Phantasm Grenade Launcher. Power from Pain Faction Keywords: Aeldari, Drukhari, <Kabal > Keywords: Infantry, Elites, Kabalite Trueborn
Scourge Coterie - Scourges:
Scourge: Mv:14”, WS:3+, BS:3+, S:3, T:3, W:1, A:1, Ld:8, Saves: 4+/6++(Ghostplate)/6+++ Solarite: Mv:14”, WS:3+, BS:3+, S:3, T:3, W:2, A:2, Ld:8, Saves: 4+/6++(Ghostplate)/6+++ Shard Carbine, Plasma Grenades. For every 5 models in the unit, 4 Scourges may exchange their Shard Carbines for an item from the Special or Heavy Weapons lists. The Solarite may replace their Shardcarbine with a Splinter Pistol or Blast Pistol. The Solarite may take an Agoniser, Power Sword or Power Lance. Power from Pain Winged Strike: During deployment, you can set up a Scourge unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases, the Scourge unit can use a winged strike to arrive. Set them up anywhere on the battlefield that is more than 9” away from any enemy models. Privatised Loyalty: Whilst the Warlord is alive, and so long as the Warlord is Drukhari and on the board, Scourges can reroll any failed to Wound rolls. Faction Keywords: Aeldari, Drukhari, Scourges Keywords: Infantry, Fly
Kabal Special Rules- Kabal Special Rules:
Collection of Special Rules Weed out the Weak: Faction Keyword <Kabal> units within 6” of an Archon may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Towering Arrogance: Faction Keyword <Kabal> units within 12” receive +1Ld Prove Your Worth: Faction Keyword <Kabal> units within 6” of this model may reroll failed Hit rolls of a ‘1’ whenever they make a shooting attack. Faction Keyword Drukhari units within of this model 6” may reroll failed Wound rolls of a ‘1’ whenever they make a shooting attack. Under the Eye of Your Lord: Any soul under the employ of an Archon that fails to pull their weight is liable to be cut down from behind in a dark alleyway the minute they return to Commoragh, for fear of such a fate, those that find themselves under their rulers scrutiny redouble their efforts to hit their targets. Faction Keyword "<Kabal>" and Keyword "Scourge" Units within 6" may reroll to Hit rolls of a 1 any time they make a Shooting Attack. Mistress of Predilection: Malys’ ability to discern the future of a battlefield is considered by many to be unnatural. Many an impervious flick of the wrist has sent a Warrior scrambling out of the way of a beam of Plasma, or given a band of her soldiers time to take cover before a salvo of shells impacts their position. All <Kabal of the Poisoned Tongue> or <Masque> units within 6” of Malys gain a +1 Modifier to their Invulnerable saves. If they do not have an Invulnerable save, then they instead gain a 6+ Invulnerable Save. Drug Lord: 3 allied Aeldari units in the same detachment as Sliscus may be given the Combat Drugs rule. These 3 units may not have any of the following Keywords: <Aspect Shrine>, <Haemonculus Coven>, <Unique>, <Daemon>, <Wraith Construct>, <Vehicle> or <Beast>. If a unit that already has the Combat Drugs rules is selected, then that unit may take two selections from the Combat Drugs table, but may not take the same Drug twice. Winged Strike: During deployment, you can set up a Scourge unit flying high in the skies instead of placing it on the battlefield. At the end of any of your Movement phases, the Scourge unit can use a winged strike to arrive. Set them up anywhere on the battlefield that is more than 9” away from any enemy models. Privatised Loyalty: Whilst the Warlord is alive, and so long as the Warlord is Drukhari and on the board, Scourges can reroll any failed to Hit rolls when making a Shooting Attack.
Kabal Reliquary and Wargear- Kabal Wargear:
[Kabal Reliquary, Artefacts of Cruelty:
Parasite’s Kiss: 12” S1, AP0 Dmg1 Pistol, Poisoned(2+), Each time you inflict a wound with this weapon, the bearer immediately regains a Wound lost previously in the battle.
Archangel of Pain: Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the Shooting phase. When they do so, each enemy unit within 9” of them suffers a permanent -2 Leadership modifier. And must take a Morale test at the end of the current turn, regardless of whether or not they suffered casualties.
Djin Blade: Melee, S user, AP-3, Dmg1. During any Fight phase, the bearer may choose to make double the number of Attacks in their Attacks profile. When they do so, any attacks that miss are inflicted to themselves.
Helm of Spite: The bearer may attempt to deny any Psychic Power cast within 12” of them, with a +1 modifier on their deny roll. If they successfully deny a Psychic Power, then the caster immediately suffers Perils of the Warp.
Armour of Misery: The bearer receives a 3+ Armour Save and a 4+ Invulnerable Save. All enemy units within 6” suffer a -1 Leadership Penalty.
Kabal Special Weapons 1. Blaster 2. Haywire Blaster 3. Heat Lance 4. Shredder
Kabal HeavyWeapons 1. Splinter Cannon. 2. Dark lance. 3. Disintegrator Cannons.
Kabal Melee Weapons 1. Power Sword. 2. Agoniser.
Kabalite Model Points Costs- Spoiler:
Kabalite Warrior: 6 Points
Sybarite: 6 Points
Kabalite Trueborn: 7 Points
Dracon: 7 Points
Scourge: 12 Points
Solarite: 12 Points
Archon: 30 Points
High Archon: 60 Points
Lady Malys: 100 Points
Duke Sliscus: 100 Points
Kabalite Infantry Ranged Weapons Points Costs- Spoiler:
Plasma Grenades: 0 Points Splinter Rifle: 1 Point Splinter Pistol: 1 Point Shard Carbine: 2 Points Phantasm Grenade Launcher: 3 Points Shredder: 5 Points Blast Pistol: 10 Points Blaster: 15 Points Haywire Blaster: 15 Points Heat Lance: 15 Points Splinter Cannon: 15 Points Dark Lance: 20 Points
Kabalite Infantry Melee Weapons Points Costs- Spoiler:
Power Lance: 4 Points Power Sword: 4 Points Steel Fan: 4 Points Agoniser: 4 Points Serpent Blades: 6 Points Husk Blade: 8 Points
Wych Units::: Archite - Archite (We need a different Name for this):
Mv:8”, WS:2+, BS:3+, S:3, T:3, W:4, A:4, Ld:8, Saves: 6+/4++(Dodge)/6+++ Splinter Pistol, Wych Knife, Plasma Grenades. May replace Splinter Pistol with a Blast Pistol or Wych Cult Weapons. May replace Wych Knife with an Agoniser, Power Sword, or Archite Glaive. May take a Phantasm Grenade Launcher Power From Pain, Combat Drugs, No Escape. Lethal Encore: A Hit roll of 6+ in the Fight phase is counted as 2 successful hits for an Archite. These hits can be allocated to separate models and share the same profile as their original. All Faction Keyword <Wych Cult> Units within 6” gain +1 Attack per model. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Archite Keywords: Infantry, HQ
Succubus - Succubus:
Mv:8”, WS:2+, BS:2+, S:3, T:3, W:5, A:5, Ld:9, Saves: 6+/4++/6+++ Splinter Pistol, Agoniser, Plasma Grenades. May replace Splinter Pistol with Blast Pistol or Wych Cult Weapons. May replace Agoniser with an Archite Glaive or Power Sword. May take a Phantasm Grenade Launcher. May take items from the Arcane Wargear list. Power from Pain, Combat Drugs, No Escape. Lethal Encore: A Hit roll of 5+ in the Fight phase is counted as 2 successful hits for a Succubus. These hits can be allocated to separate models and share the same profile as their original. All Faction Keyword Drukhari Units within 6” may reroll '1's to hit in the Fight Phase. All Faction Keyword <Wych Cult> Units within 6” gain +1 Attack for each model in the unit. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Succubus Keywords: Infantry, HQ
Lelith Hesperax - Lelith:
Mv:10”, WS:2+, BS:2+, S:3, T:3, W:5, A:6, Ld:8, Saves: 6+/3++ /6+++ The Piercing Blades, Barbed Hair, Plasma Grenades. Power From Pain, Combat Drugs, No Escape. A League Apart: Lelith Hesperax may reroll any Hit or Wound roll that she makes during the battle. Lethal Encore: A Hit roll of 4+ in the Fight phase is counted as 2 successful hits for Lelith Hesperax. These hits can be allocated to separate models and share the same profile as their original. All Faction Keyword Drukhari Units within 6” may reroll '1's to hit in the Fight Phase. All Faction Keyword <Wych Cult> Units within 6” gain +1 Attack per model. Faction Keywords: Aeldari, Drukhari, <Wych Cult of Strife>, Lelith Hesperax Keywords: Infantry, HQ, Unique Wych Clique - Wyches:
Wych: Mv:8”, WS:3+, BS:3+, S:3, T:3, W:1, A:2, Ld:7, Saves: 6+/4++(Dodge)/6+++ Hekatrix: Mv:8”, WS:3+, BS:3+, S:3, T:3, W:2, A:2, Ld:8, Saves: 6+/4++(Dodge)/6+++ Splinter Pistol, Wych Knife, Plasma Grenades. For every 5 models in the unit, one Wych may exchange their Splinter Pistol and Wych Knife for an item from the Wych Cult Weapons list. The Hekatrix may replace their Splinter Pistol with a Blast Pistol. The Hekatrix may replace their Wych Knife with an Agoniser or Power Sword. The Hekatrix may take a Phantasm Grenade Launcher Power From Pain, Combat Drugs, No Escape. Lethal Encore: A Hit roll of 6+ in the Fight phase is counted as 2 successful hits for a Hekatrix. These hits can be allocated to separate models and share the same profile as their original. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Wych Clique Keywords: Infantry, Troops Bloodbride Clique - Bloodbrides:
Hekatrix Bloodbride: Mv:8”, WS:3+, BS:3+, S:3, T:3, W:2, A:2, Ld:8, Saves: 6+/4++(Dodge)/6+++ Syren: Mv:8”, WS:3+, BS:3+, S:3, T:3, W:3, A:3, Ld:8, Saves: 6+/4++(Dodge)/6+++ Splinter Pistol, Wych Knife, Plasma Grenades. For every 5 models in the unit, three Bloodbrides may exchange their Splinter Pistol and Wych Knife for an item from the Wych Cult Weapons list. The Syren may replace their Splinter Pistol with a Blast Pistol. The Syren may replace their Wych Knife with an Agoniser or Power Sword. The Syren may take a Phantasm Grenade Launcher Power from Pain, Combat Drugs, No Escape. Lethal Encore: A Hit roll of 6+ in the Fight phase is counted as 2 successful hits for a Hekatrix Bloodbride or Syren. These hits can be allocated to separate models and share the same profile as their original. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Bloodbride Clique Keywords: Infantry, Elites Hellion Gang- Hellions:
Hellion: Mv:14”, WS:3+, BS:3+, S:3, T:3, W:1, A:2, Ld:7, Saves: 5+/4++(Dodge)/6+++ Helliarch: Mv:14”, WS:3+, BS:3+, S:3, T:3, W:2, A:3, Ld:8, Saves: 5+/4++(Dodge)/6+++ Splinter Pods, Hellglaive. The Helliarch may take a Splinter Pistol or Blast Pistol. The Helliarch may replace their Hellglaive with an Agoniser or Stun Claw. The Helliarch may take a Phantasm Grenade Launcher Power from Pain, Combat Drugs, No Escape. Hit and Run: A Hellion Unit that Falls Back may charge in the same turn. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Hellion Gang Keywords: Infantry, Fly, Fast Attack Reaver Clique - Reavers:
Reaver: Mv:16”, WS:3+, BS:3+, S:3, T:4, W:2, A:2, Ld:8, Saves: 4+/4++(Dodge)/6+++ Arena Champion: Mv:16”, WS:3+, BS:3+, S:3, T:4, W:3, A:3, Ld:8, Saves: 4+/4++(Dodge)/6+++ Splinter Pistol, Splinter Rifle and Bladevanes. For every 3 models in the unit, one Reaver may exchange their Splinter Rifle for a Blaster, Heat Lance or Haywire Blaster. For every 3 models in the unit, one Reaver may take Grav Talons or Cluster Caltrops. The Arena Champion may replace their Splinter Pistol with a Blast Pistol. The Arena Champion may replace their Wych Knife with an Agoniser or Power Sword. Power from Pain, Combat Drugs, No Escape. Lightning Advance: When Advancing, this unit does not roll a D6, instead it may move twice its Mv stat. Faction Keywords: Aeldari, Drukhari, <Wych Cult>, Reaver Clique Keywords: Aeldari Jetbike, Fly, Fast Attack Wych Cult Model Points Costs- Wych Model Points:
Wych: 8 Points -> 10 Points with gear -> 14 Points with upgrades Hekatrix: 8 Points -> 10 Points with gear -> 27 Points with upgrades Hekatrix Bloodbride: 10 Points -> 12 Points with gear -> 16 Points with upgrades Syren: 10 Points -> 12 Points with gear -> 29 Points with upgrades Hellion: 14 Points Helliarch: 14 Points Reaver: 21 Points Arena Champion: 21 Points Archite: 18 Points -> 20 points with base gear. ->35 Points with upgrades Succubus: 70 Points -> 75 points with base gear. Lelith Hesperax: 95 Points -> 105 points with gear. Wych Cult Ranged Weapons Points Costs- Wych Ranged Points:
Plasma Grenades: 0 Points Splinter Pistol: 1 Point Splinter Rifle: 1 Point Splinter Pods: 2 Points Phantasm Grenade Launcher: 3 Points Blast Pistol: 10 Points Blaster: 15 Points Heat Lance: 15 Points Haywire Blaster: 15 Points Wych Cult Melee Weapons Points Costs- Wych Melee Points:
Wych Knife: 1 Point Bladevanes: 2 Points Barbed Hair: 2 Points Hellglaive: 2 Points Power Sword: 4 Points Agoniser: 4 Points Stunclaw: 5 Points Grav-Talon: 5 Points Cluster Caltrops: 10 Points Hydra Gauntlets: 4 Points Razorflails: 4 Points Shardnet and Impaler: 4 Points Archite Glaive: 8 Points The Piercing Blades: 8 Points
Last edited by Ikol on Wed Jul 05 2017, 03:10; edited 6 times in total | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 17:52 | |
| The Huskblade is so bad it's not even on the melee weapons list. In fact, I might as well suggest a new profile for it: S: User, AP-4 Damage 1. Desiccator: Against non-vehicles, the Huskblade has a damage value of 3. Could maybe reduce the AP a bit, though I have a hard time imagining that it would be overpowered. Also, I'll just repost my Haemonculus suggestions from the previous thread: - Quote :
- I've got an alternative suggestion for Haemonculi:
+1T for all <Coven> units within 6". Sculptor of Flesh: At the beginning of your shooting phase, the Haemonculi may restore d3 wounds to one non-vehicle Drukhari unit within 3" (including himself). A unit may not be affected by this more than once each turn.
Urien has that too, but also has Master Haemonculus - When Urien uses his Sculptor of Flesh ability do not roll - instead the target automatically recovers 3 wounds (up to its maximum).
(Could also allow them to revive infantry models on 1 wound.) | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 19:38 | |
| I'll edit that in.
I'm also pretty sure I missed some other weapons (Is the Power Lance in there? How about Bladevanes?) so I'll be doing a big check.
I also have the next bit written up, and will be adding it onto the rules post via an edit. I think S: user, AP-4, Dmg1, Dessicator will work well for the Huskblade. Nicer than the idea I had in my head: Huskblade: Melee, S: user, AP: -3, Dmg: D3. Recieves a +1 to Wound bonus against non-Vehicle models. And I'll be dropping it's price from 10 points to 8.
Curiously, what are your thoughts on my interpretation of Klaives and Demiklaives? | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 19:50 | |
| Hmm, I think S+3 AP-4 D3 might be a bit much - it's basically a (revised) Huskblade but with twice the strength and no penalty against vehicles. I'd lean towards something like this: Single Blade: +2S AP-3 D2 Dual Blades: +1S AP-2 D1 (+2 Attacks) I think S5 is reasonable (otherwise we're getting into PF/Evicerator territory), and I don't think we should go beyond D2 given the strength and versatility of the weapon. That's my 2 cents anyway. | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 19:53 | |
| Alright, that seems fair. But I think I'll keep Damage 3. A major gripe I had with Demiklaives for the last 2 editions is as follows.
How the fluff explains it: Power Sword: sharp sword with energy field that cuts through armour. Demiklaives: 2 bigsharp swords with energy fields that cut through armour, but the only guys using them are used to swinging around the big!huge version, so they get to make more attacks with this. Klaive: 1 bigger sword with energy field that cuts through armour. Demiklaive: 1 big!huge sword that makes the bigger sword look small in comparison, with energy field that cuts through armour.
How the rules gave it: Power Sword: S: user, AP3. Demiklaives: S: user, AP3, 2 extra attacks. Demiklaive: S+1, AP2, no extra attacks. Klaive: S+1, AP2, no extra attacks.
So, to be clear in the new system: Demiklaives: S+1, AP-2 Dmg1, 2 Extra attacks. Klaive: S+2, AP:-3, Dmg2. Demiklaive: S+2, AP-3, Dmg3. | |
| | | The Strange Dark One Wych
Posts : 881 Join date : 2014-08-22 Location : Private subrealm of the Eldritch Skies Kabal.
| Subject: Re: A fun little Experiment Fri Jun 30 2017, 23:23 | |
| Oh wow, I must admit you really got some dedication. But may I ask what exact goal you have? Is it something along the lines of "let's make it fit the fluff" or just, let's make some balance tweaks?
When making custom rules I think it is important to have a clear mindset about what you are working on. Otherwise everybody who makes a comment will make suggestions that fit his own vision and that can differ significantly.
Apart from that, there are some wargear issues that I would like to address. The Shredder: Simply has no place in a Kabalite army. It is an expensive Shardcarbine that adds nothing to our poison heavy shooting.
Stats: 12", AssaultD3, S3, AP0, D1, 6pts Rules: Reroll wounds. Becomes AssaultD6 when shooting units with more than 5 units.
Liquifier: The opposite case of the Shredder. I see that you changed it, but I think the possibility to deal 2 wounds can be overkill in many situations and I think the loss of D6 could make it a really lacking anti-horde unit. I'd much rather make it a poison flamer since we got Hexrifles against thougher units.
Hex Rifle: Speaking of Hex Rifles, I think they are a bit too strong. 2 shots, AP-1, D3 damage and a 33% chance of a mortal wound is pretty hardcore. I would much rather be able to take multiple weaker ones of them instead. For this I would really love if we could have a Covenite Trueborn unit.
Some kind of higher ranked Wrack where 4 out o 5 can take weapons of torture/tools of torment. But they also cost 14pts a piece. A group of Elite Wracks with Liquifiers could bring some really nice anti-horde power.
Talos: Continuing with Covens, I would really like if we could make the weapons of the Talos some purpose. Chain flails are strong anti-horde weapons with lots of low-strenght attacks, Macro scalpel against MEQ/medium bugs and Ichor Injectors against characters and big bugs.
Chain Flails: S-1, AP-1, D1, provides 2 further attacks. Macro Scalpel: AP-2, D2 Ichor Injector: Not sure honestly. Your rule seems fine, but I would love if this could be a anti-character/big bug weapon instead of a nice extra.
Sorry, I just had to throw these things in. They have been in my head forever. I am also unsure how to comment on your other suggestions since I would like to know what direction this is heading for, first.
PS: Personally, I would change the Huskblade to D6 damage instead just because I think it feels more "within the system". | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Sat Jul 01 2017, 04:28 | |
| Thanks for the feedback, @The Strange Dark One! It's much appreciated.
I have made some additions to the "goal and methodology" section of the first post. They feel a bit hamfisted, let me know if you were expecting something with a bit more clarity on any area.
So, as for the Shredder, what would you suggest? Shredder Assault D3, 24", S: 6, AP: -1, Dmg: 1. Infantry Units hit by this must reroll successful Armour Saves. Becomes Assault D3+3 when targeting units containing more than 5 models. A point of AP with moderate Strength, high Volume of fire and a range upgrade seems the way to go with this one. I feel the Shredder's purpose should be Anti-MEQ-Bike/ Moderate bugs in numbers. Things tougher than MEQ that come in big units.
New suggestion for Liquifier: Liquifier Assault D6, 9", S: 3, AP: -D3, Dmg: 1. This Weapon Autmatically hits its Target. This Weapon always wounds non-Vehicle models on a 3+.
New suggestion for Hex Rifle: Hex Rifle 1.0 Assault 2, 36", S: 3, AP: -1 Dmg: D3. This Weapon always Wounds non-Vehicle models on a 2+. This Weapon deals Mortal Wounds on a Wound roll of 5+.
The reason I made the Hex Rifle so strong is precisely because of the small number of things that can take it. To recap; Haemonculi and Acothysts. A unit of Dakka Wracks would be cool, as the Covens have some truly sinister guns at their disposal, but I question the Fluff legitimacy of such a thing. Wracks are pain-and-drug crazed shock troops with no care for their personal bodies, which is why they are outfitted with no armour, barely enough tools for the job and sent in against fully armoured Tanks. The Ossefactors, Hex Rifles and Stinger Pistols are rare and interesting tools set aside for the higher tiered members of the Coven.
Being trusted to handle a gun is a sign of 4 possible things in a Covenite Army: You're an unintelligible Grotesque Talos or Wrack with a Liquifier that weaponises your own blood surgically fused to your arm. You're intelligent enough to be trusted with a gun. You're too intelligent to be trusted with a gun, but you haven't let anyone know yet, because you want to keep the gun. You're one of the Haemonculi running the show.
Now, I do however see the possibility of a Haemonculus taking a group of Acothysts as a sort of "Command Group". They could function in similar capacity to other Command Groups with regard to Snipers and Ld buffs for a Coven. So with that said; my proposed nerf to the Hex Rifle: Hex Rifle 2.0 Assault 2, 36", S: 3, AP: 0 Dmg: 1. This Weapon may target Characters even if they are not the closest unit, always Wounds non-Vehicle models on a 2+, and deals an additional Mortal Wound on a Wound roll of 6+ So double shot, poisoned Eldar Long Rifles. Which is fitting given that these guns have the Glass Plague in them.
In addition to this, a Unit of 3 to 10 Acothysts in which every Acothyst can access both the Tools of Torment and Weapons of Torture list will be added. 2pts/model more expensive than Wracks as base (Extra Wound, Attack and better Weapon access).
Talos Weapons: Chain Flails being Anti-Horde, Macro Scalpels being anti-general seems cool. The idea of the Ichor Injector was for it to be like the Harlequins Kiss in previous editions. The finale, the finisher. The dramatic end to the show where the Talos decimates a squad of Marines and then wrenches the Captain into the air, piercing his armour with the Ichor Injector and displaying his agonised screams to Dark Eldar and Imperial alike whilst the Talos' own acidic blood pumps through the former Hero's veins, turning him to a burning husk of what he once was even as his allies stare on in futile horror.
Anywho: Chainflails Melee, S: user-1, AP: -1, Dmg: 1. A Model equipped with this Weapon may make 2 extra Attacks with it each Fight Phase.
Macro Scalpel Melee, S: user, AP: -2, Dmg: 2.
Ichor Injector Thus far unchanged.
P.S. Giving the Huskblade the statline of a melee Dark Lance was not the plan, I think it'll be keeping the Dessicator rule. | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| | | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Sat Jul 01 2017, 09:43 | |
| - The Shredder wrote:
- The Strange Dark One wrote:
- The Shredder: Simply has no place in a Kabalite army.
"I'm sorry, but you're just not filling any roles here right now, I'm afraid you'll be turned over to the Sawbones tomorrow." "Oh, I'd offer to let you stick around long enough to see our new Grotesque's in action on the next raid, but it looks like you'll already be there for that." | |
| | | Ikol Wych
Posts : 571 Join date : 2017-03-20 Location : Perth
| Subject: Re: A fun little Experiment Sun Jul 02 2017, 22:51 | |
| Changes, the first. KabalitesSo, I've done some format shifting, and I'm pretty sure this is how I'm going to format the rest of the post. It's compact. I think it's easy to navigate. It gets everything across. It isn't a wall of text. This is important. Onto actual discussion. 1.I've decided to give each major faction their own Relic List (universal name is now a Reliquary, because it's one word and it sounds cool and vaguely Gothic). The Kabal one will be Artefacts of Cruelty. The Coven one will be Diabolical Playthings. The Wych one is undecided yet. Currently I have "Showstopping Something-or-others" and "Trophies of thing-a-ma-bob" pencilled in. I want to imply both the Wych Arenas as being a performance, what Commoragh considers both bloodsports and art, but also the innately competitive nature of it. I have no solid ideas. Please send help, or enough industrial bleach that I can help myself. 2.The Contents of these Reliquaries. So, for the Kabalites, I basically ripped the old Artefacts of Cruelty list and made a few changes to fit the current rules set. The Djinn blade and Parasites Kiss have not yet been added to the Melee and Ranged Weapon Lists of Doom (mostly because trying to format those is annoying as all buggery, and time consuming). The new items are as follows: Parasite’s Kiss: 12” S1, AP0 Dmg1 Pistol, Poisoned(2+), Each time you inflict a wound with this weapon, the bearer immediately regains a Wound lost previously in the battle. It's a Pistol. It has regenerative properties. It'll probably cost 5 Points. There isn't much else to say here, this wasn't a complicated shift. Djin Blade: Melee, S user, AP-3, Dmg1. During any Fight phase, the bearer may choose to make double the number of Attacks in their Attacks profile. When they do so, any attacks that miss are inflicted to the bearer as Mortal Wounds. Again, similarly to the Djin Blade from the book, this is basically a power sword that gives you some extra attacks. I chose to up the output a bit, but also up the risk. I hope it balances out. Let me know if you think it doesn't. I'm thinking 6-ish points. Archangel of Pain: Once per game, the bearer can open the Archangel of Pain instead of firing a weapon in the Shooting phase. When they do so, each enemy unit within 9” of them suffers a permanent -2 Leadership modifier. And must take a Morale test at the end of the current turn, regardless of whether or not they suffered casualties. Again, very similar to the former version. But here we can see the first signs of the "theme" I have selected for the Kabalites. The Morale phase. This is where I want cool things to happen for the Kabal, their bit of unique-ness, their mastery of terrifying the power-socks off of their enemies, be it by dreadful, horrifying threats that you can't stop, or by witnessing what they just did to your friend and, oh lords above they're coming for you now and you do not want to end up like that and please don't let them catch me, please-don't-let-them-catch-me PleaseDon'tLetThemCa-... Yeah. Point made. Back to the actual point; Leadership shenanigans and Dakka. That's where the Kabalites will be making their stand... Sprint. The Archangel of Pain is a great little Nova Blast that doesn't directly deal damage, might deal a little damage on its own, but could be devastating when coupled with other attacks, other Ld debuffs (kills and Phantasm Grenade Launchers) and provides a permanent debuff to any units that get caught and escape that could spell out their doom later in the game. You might want some markers. I'm thinking somewhere between 10 and 30 points for this one. I'd be leaning closer to 10 due to the number of things entering the game that allow for rerolls to Morale, ignoring Morale and avoiding Morale making it a very situational pick. Helm of Spite: The bearer may attempt to deny any Psychic Power cast within 12” of them, with a +2 modifier on their deny roll. If they successfully deny a Psychic Power, then the caster immediately suffers Perils of the Warp. A bit of Psychic defence for an army sorely lacking. It might stand to drop that +2 to a +1. Thoughts? I'd say 10-15 points. Armour of Misery: The bearer receives a 3+ Armour Save and a 4+ Invulnerable Save. All enemy units within 9” suffer a -1 Leadership Penalty. A piece of survivability gear. I'm imagining this and a Huskblade as the picks when you want to run your Archon with Incubi. Also has a Leadership debuff Aura, to fit with the Kabal's theme. Unfortunately, the Animus Vitae did not make it through with us. I considered keeping the "turn+1" on the Power from Pain chart mechanic, but that doesn't appear anywhere else in the book, so I didn't want to introduce it on its own as a lazy piece of rule bloat. I also considered making it a "everyone gets+1 to Insensible to Pain". But that seemed both insanely overpowered and insanely underpowered at the same time, meaning it would be very very swingy. And thus really hard to cost. I also wanted to keep Pain manipulation FIRMLY in the camp of the Haemonculi, both for ease of tracking possible buffs so that you can't get better than 3+ Insensate to Pain, and to avoid blurring the roles of units, thus creating competition where there shouldn't be. This is a SPECIALIST army, no one should be able to do everything. 3.Rules of formatting. I'm pretty happy with where the Kabal units are at right now, I think they provide good, mobile shooting and allow for reasonable Morale shenanigans. Grisly Trophies are planned to provide a 6" -1 Ld debuff, which will stack well with PGL's and the Archon's gear. Sliscus and Malys seem cool without being overpowered and are both army-buffers first, beatstick second whilst still having a job on the tabletop other than babying the Tube-Borns across the board. I'm thinking of giving Malys a rule (that will be mirrored by Vect when I get around to writing him) that allows for reserves manipulation. The absence of a universal framework makes that difficult though. One distinct advantage of 7th, despite its many drawbacks, was the formulaic nature and layout of the core rules. It allowed for other rules to be written around it easily. There you could just say "Reserve roll" and everyone would know what you meant. Now, due to the removal of universal rules, you have to say "If an opponent deploys a model off of the board in such a manner that it may later be brought onto the board via means of an ability that the model has on its datasheet or that is granted to it by other means. When they choose to deploy it, roll a D6 each. The unit may only be placed if the opponent wins the roll off." Which could, admittedly, do with some refining. But still: AAAAARRRGGGHHHHH! Anyway, formatting: Universal Army rules, or rules that function as a defining factor of an army section will be kept in "Army rules" at the top of the post. Currently: Power from Pain, Combat Drugs, Latest Creations. Other rules, that appear on specific unit entries or a small number of units will appear at the end of that units section (Kabal, Wych, Coven, Mercenary) whilst also appearing in full on the entries of units that have the rule. Weapon Stats will remain in the two lists near the top of the post, whilst suggestions or edits will make brief appearances near the relevant units. Wargear Lists no longer appear at the top of the post, but now appear near the end of each unit section (Kabal, Wych, Coven, Mercenary). Points Costs will appear immediately below the lists. Individual units will, from now, follow this format: Warning: Only open this spoiler once you are ready to receive a potentially offensive joke in good taste. Neckbeard Pack- Self Depreciating Jokes are the BEST:
Scrub: Mv:3”, WS:6+, BS:6+, S:2, T:3, W:1, A:1, Ld:5, Saves: 7+/3++(Bravado)/1+++(Insensate to Logical Argument) Scrublord: Mv:3”, WS:6+, BS:6+, S:2, T:3, W:1, A:1, Ld:5, Saves: 7+/3++(Bravado)/1+++(Insensate to Logical Argument) Neck, Beard For every 5 models in the unit, 1 Scrub may exchange their Beard for an item from the Brilliantly Nonsensical Argument list. The Scrublord may replace their Beard with a Crushing Sense of Existential Dread or Unhealthy Fascination With Small Pieces of Plastic. The Scrublord may take an argument of Fallacious, Racist, Questionable or Irrelevant content. Power from Skub Really Good At Taking Offense, But Never Able to Explain Why: During a reasonable debate, a Scrub or Scrublord may Take Offense to something said by their opponent. For the rest of their days, the Scrub or Scrublord will be incapable of interacting with someone from whom they have Taken Offense without devolving into a screeching ball of unintelligible meaning and general dislike. Faction Keywords: Internet Persona, Meme, <Inaccurate Stereotype> Keywords: Joke, Usually Really Nice People
No penguins were harmed in the making of this post.
Last edited by Ikol on Sun Jul 02 2017, 22:52; edited 1 time in total (Reason for editing : Spelling) | |
| | | The Shredder Trueborn
Posts : 2970 Join date : 2013-04-11
| Subject: Re: A fun little Experiment Mon Jul 03 2017, 12:09 | |
| With regard to Parasite's Kiss, maybe give it -1AP or Mortal Wound on a to-wound roll of 6+? Just something to give it a little extra bite.
That aside, in terms of the Animus Vitae, what about if it was closer to the DoW version? In that, it ensnares a unit and drains their life to heal the Archon.
Perhaps it could be a weapon with a short range (say 6"). The target unit suffers a number of S1 AP-1 D1 hits equal to the number of models in the unit. For each wound suffered, the Archon regains one lost wound. In addition, if at least one wound was suffered, the unit's movement speed is halved until the beginning of your next turn.
Maybe something a bit simpler but you get the idea. | |
| | | The Strange Dark One Wych
Posts : 881 Join date : 2014-08-22 Location : Private subrealm of the Eldritch Skies Kabal.
| Subject: Re: A fun little Experiment Mon Jul 03 2017, 23:50 | |
| - The Shredder wrote:
- With regard to Parasite's Kiss, maybe give it -1AP or Mortal Wound on a to-wound roll of 6+? Just something to give it a little extra bite.
That aside, in terms of the Animus Vitae, what about if it was closer to the DoW version? In that, it ensnares a unit and drains their life to heal the Archon.
Perhaps it could be a weapon with a short range (say 6"). The target unit suffers a number of S1 AP-1 D1 hits equal to the number of models in the unit. For each wound suffered, the Archon regains one lost wound. In addition, if at least one wound was suffered, the unit's movement speed is halved until the beginning of your next turn.
Maybe something a bit simpler but you get the idea. I was thinking the exact same with life leech. My idea was to make it a bit similar the Casket of Flensing: 8", Assault 3D6, S2, AP0, Inflicts mortal wounds on a 5+ to non-vehicles. All unsaved wounds can be used to heal friendly drukhari infantry within 6" (wording would need to be improved). I like the rest of the rules. | |
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