Notanoob Posted April 8, 2011 Share Posted April 8, 2011 A pair of Nemesis Force Falshions grant a total of +2 attacks, one for being special and another for being a pair of weapons. The Nemesis Force Doomfist becomes a NFW powerfist. The psylencer becomes Assault 3/Heavy 6 and becomes AP5, gatling psylencer becomes AP 4 as well. Psybolts not longer improve Autocannons or Assault Cannons. Orbital Strike Relay becomes Barrage. All Vehicles gain the options for Psycannons and such as detailed in the IA books (which one was it again?). (For Draigo) Titan sword just becomes a power weapon, considering it's bits of a broken blade and a Bloodthirster's ax. Looses Grand Strategy and Lord of Titan, as it doesn't make any sense how he can just magically make up plans and requisition Paladins when he's only outside of the warp for just long enough to fight. Draigo must deepstrike and cannot DS with other units. He can't contest objectives and doesn't count for a kill point. Probably a cost reduction. Mordrak gains an extra level of psychic mastery, considering it's his psychic might that's holding the GK's ghosts to him. A bump up in costs. Stern's cost dropped to 185 points. Crowe becomes an Independent Character, but with the stipulation that he can only join Purifiers. (And Mordrak, I guess). Gains another wound. (For GKGMs) Psylencer's cost dropped to 20 points. Psycannon's cost dropped to 25 points. Nemesis Force Falshions and Ward Staff cost reduced by 5 points. Orbital Strike Relay's cost dropped to 35 points. Teleporter Homer added, same cost as for Librarian. (For GK Brother Captain) Gains Grand Strategy, except instead of rolling a D3, he just grants one of the special rules to one unit. Same cost reductions to equipment as above. Teleporter Homer added, same cost as for Librarian. (For GK Brotherhood Champion) +1W Personal Teleporter option added, 20 points. Teleporter Homer added, same cost as for Librarian. (For GK Librarian) Same point adjustments for Falshions and Ward Staff as above. Smite and Dark Excomunication made free, Cleansing Flame option added, costs 15 points. (For all HQ Inquisitors) Gain Lord Inquisitor Special Rule, allows for Henchmen as troops. Servo Skulls cost increased to 5 points (brings it in line with the GKBC/GM) (For OM Inquisitor) Combi weapons become 5 point swap. You don't have to take a force weapon if you select Psychic Mastery Level 1 and a NF demon hammer. May further upgrade from to Psychic Mastery Level 2 for another 20 points. Drop Karamazov, Valeria, OH Inquisitor and OX Inquisitor. Add Ordo Malleus Inquisitor to the Elites section. Identical to the HQ varient, except has one less wound and attack, cannot take Terminator armor, and doesn't have Lord Inquisitor Special Rule Add rule, if the demonblade or Hellrifle is selected, or any of the Henchmen have a demonhost in them, no GKs may be taken (Everything but Inquisitors, Assassins, Henchmen, Storm Ravens, and Land Raider variants). (For Techmarine) Decrease base cost by 10, decrease cost of Falshions and Ward Staff by 5, increase cost of Servo Skulls to 5, decrease cost of OSB by 10, add option for Personal Teleporter for 15 points. For Dreads and Ven. Dreds the TL Heavy Bolter becomes a free swap. Paladins gain the option to swap their Storm Bolters for Storm Shields for 35 points. All assassins except the Vindicare cost 10 points less. Acro-Flagellant and Banisher cost 5 points less, Crusader costs 10 points more, DCA costs 5 points more. Acolytes gain Targeters as equipment, which increases their BS to BS4. (For GKTs) Falshions become free, Storm Shield option add as per Paladins but cost 5 points less. (For GKSS and GKIs) Incinerators, psylencers, and Falshions cost 5 points. Storm Raven costs 5 points less. (For Purgation squads) psylencer and psycannon cost 5 points less (For Dreadknight) Heavy Incinerator, Gatling Psylencer and Heavy Psycannon costs all reduced by 15. That looks like it covers everything. Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2717620 Share on other sites More sharing options...
Justicar Cirekon Posted April 8, 2011 Share Posted April 8, 2011 to be honest, i preferred fearless, to and they shall know no fear. it also made more sense for the fluff, i mean they are trained to take out huge daemons, bit of a fail if they run away. Also the old +2 strength with NFW was really cool, i miss my storm trooper meat shields as troop choices I like monkeys, lotsa monkeys, dozens upon dozens of monkeys! but otherwise i think a very good job Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2717692 Share on other sites More sharing options...
Brother Valerius Posted April 8, 2011 Share Posted April 8, 2011 I'm pretty sure that for Marines, a morale check failure doesn't represent running in fear, but rather a tactical retreat. Myself, I dislike Fearless mostly because it means no using Combat Tactics, but in an army without Combat Tactics I guess it's not as big a deal (although no retreat wounds seem like they have a lot of potential to suck in a small, elite army like GK). Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2717699 Share on other sites More sharing options...
DV8 Posted April 8, 2011 Share Posted April 8, 2011 Dear Santa, I want a pony and a basketball and a G.I.Joe and a Playstation and an iPod Touch... DV8 Pfft, Playstation? Get with the times bud! :( Or whatever it is you kids play! I don't use consoles lulz DV8 Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2717713 Share on other sites More sharing options...
AoC Posted April 9, 2011 Share Posted April 9, 2011 Remove Draigo, make another Supreme Grand Master instead. Write in fluff that he fallen to chaos for his arrogance and pride, and is now slaaneshi Daemon Prince (and have grudge with khornate daemons). Remove Purifiers, they make no sense fluffwise anyway. Remove brooderhood champions. Remove Dreadknights. Rename the codex. Codex: Inqusition sound better. Give GK characters rule that make GKT and GKSS troops and unlock Paladins as Elite choice and Purgators as Heavy Choice. Give GKSS option to take personal teleporters. Create Lord Inquisitors and Inquisitors entries, Lord enable henchmen squads to became troops. Give DCA fleet and MTC and fearless. Give Daemonhost adequate profile, make them usable only if you have ordo malleus inquisitors. Give Arcoflaggies adequate profile, maybe something akin to rending ?, make them usable only if you have ordo hereticus inquisitors. Give Monkeys adequate profile and change their rules, make them usable only if you have ordo xenos inquisitors. Give acolytes option for targeters (if roll 3 for 'to hit', may re-roll), decrease cost of power armor, remove storm bolter option, remove storm shield option, price power weapon better, tweak bolter option (only usable with power armor, or even just write in power armor that it may replace it's lasgun for bolter, maybe bolter with sarissa). Add arbitres to henchmen selection. Make psyammo not usable with autocannons. Write new fluff. Add stormshield option for termis and pallies. Change the way how storm shields and NFW works. Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2718147 Share on other sites More sharing options...
Abaddonshand Posted April 9, 2011 Share Posted April 9, 2011 Remove Draigo, make another Supreme Grand Master instead. Write in fluff that he fallen to chaos for his arrogance and pride, and is now slaaneshi Daemon Prince (and have grudge with khornate daemons). What?! Grey Knights are incorruptible remember? Change Draigo's fluff surely, but no need to delete him and replace him with a daemon prince! To be honest, the Draigo rules are excellent, just as a supreme grandmaster should be. His fluff can be fixed by removing the mortarian bit, and stopping just before he gets sucked into the warp (somebody should have told Ward the warp in 40k isn't like realms of chaos in fantasy, it's more primordial soup than corporeal hell), or alternatively have him be sucked into the warp and die an heroic death, making him an historical character a la Tycho. Remove Purifiers, they make no sense fluffwise anyway. Remove brooderhood champions. Remove Dreadknights. Again, purifiers fluff is a little silly, but that's no justification for removing a decent unit, simply change their fluff to get rid of the silly "more incorruptible" logical flaw they suffer from. Nothing wrong with Brotherhood Champions, give them 2 wounds at no extra cost and they fulfill a much needed role of a half-decent HQ for GK in power armour in lower point lists. Dreadknights are marmite units, many people, including myself like them, removing them arbitrarily without giving reasons is silly. Give GK characters rule that make GKT and GKSS troops and unlock Paladins as Elite choice and Purgators as Heavy Choice. Give GKSS option to take personal teleporters. Unnecessary, GKSS and GKT are already troops, why add an SC tax for them? Same applies to paladins as elites/ purgation squads as heavies. Personal teleporters on GKSS is the reason for interceptors. The reason this option wasn't given to troops was balance. Create Lord Inquisitors and Inquisitors entries, Lord enable henchmen squads to became troops. Give DCA fleet and MTC and fearless. Give Daemonhost adequate profile, make them usable only if you have ordo malleus inquisitors. Give Arcoflaggies adequate profile, maybe something akin to rending ?, make them usable only if you have ordo hereticus inquisitors. Give Monkeys adequate profile and change their rules, make them usable only if you have ordo xenos inquisitors. Give acolytes option for targeters (if roll 3 for 'to hit', may re-roll), decrease cost of power armor, remove storm bolter option, remove storm shield option, price power weapon better, tweak bolter option (only usable with power armor, or even just write in power armor that it may replace it's lasgun for bolter, maybe bolter with sarissa). Add arbitres to henchmen selection. Agreed Make psyammo not usable with autocannons. Write new fluff. Add stormshield option for termis and pallies. Change the way how storm shields and NFW works. Agreed except for the psybolt effects on autocannons. I should point out I don't plan on taking psyflemen dreads, but I like that the option is there. As for my own ideas: Ageis provide a 6+ save against perils for power armoured GK, and give +1 to save against perils for TDA GK. Psycannon heavy profile has 36 range. Heavy psycannon fires 6 ap3. Gatling silencer st5, wounds daemons on 3+ at worst. Normal silencer assault profile. Greatsword adds +1 to dreadknight's invulnerable save Change Draigo's fluff as mentioned above. Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2718170 Share on other sites More sharing options...
AoC Posted April 9, 2011 Share Posted April 9, 2011 Remove Draigo, make another Supreme Grand Master instead. Write in fluff that he fallen to chaos for his arrogance and pride, and is now slaaneshi Daemon Prince (and have grudge with khornate daemons). What?! Grey Knights are incorruptible remember? Change Draigo's fluff surely, but no need to delete him and replace him with a daemon prince! To be honest, the Draigo rules are excellent, just as a supreme grandmaster should be. His fluff can be fixed by removing the mortarian bit, and stopping just before he gets sucked into the warp (somebody should have told Ward the warp in 40k isn't like realms of chaos in fantasy, it's more primordial soup than corporeal hell), or alternatively have him be sucked into the warp and die an heroic death, making him an historical character a la Tycho. Thats second way to solve the issue. Heroic death sound great, maybe corruption was out of spite a bit ^_^ Remove Purifiers, they make no sense fluffwise anyway. Remove brooderhood champions. Remove Dreadknights. Again, purifiers fluff is a little silly, but that's no justification for removing a decent unit, simply change their fluff to get rid of the silly "more incorruptible" logical flaw they suffer from. Nothing wrong with Brotherhood Champions, give them 2 wounds at no extra cost and they fulfill a much needed role of a half-decent HQ for GK in power armour in lower point lists. Dreadknights are marmite units, many people, including myself like them, removing them arbitrarily without giving reasons is silly.[/.quote] Well, purifiers are GK in PA that have 4 special weapons right ? After removing the more incorruptible they just act as second purgatory squad. The role of GK character for small points sound awfully like Librarian or Brother-Captain. Adding them without proper reason also was silly. Their model and modus operati also sound not inspiring enough, that is the role of dreadnought, it makes no sense to create units just for the sake of creating units. GK did fine without them. Give GK characters rule that make GKT and GKSS troops and unlock Paladins as Elite choice and Purgators as Heavy Choice. Give GKSS option to take personal teleporters. Unnecessary, GKSS and GKT are already troops, why add an SC tax for them? Same applies to paladins as elites/ purgation squads as heavies. Personal teleporters on GKSS is the reason for interceptors. The reason this option wasn't given to troops was balance. No, not special character tax. Any non-special GK character would have the rule. To make sure GK armies are lead by GK characters. I don't see how unbalanced would be having Interceptors as troops, they are niche unit, and similar units are already in other armies (bikes, jump infantry) as troops. I would just retcon GK fluff. Create Lord Inquisitors and Inquisitors entries, Lord enable henchmen squads to became troops. Give DCA fleet and MTC and fearless. Give Daemonhost adequate profile, make them usable only if you have ordo malleus inquisitors. Give Arcoflaggies adequate profile, maybe something akin to rending ?, make them usable only if you have ordo hereticus inquisitors. Give Monkeys adequate profile and change their rules, make them usable only if you have ordo xenos inquisitors. Give acolytes option for targeters (if roll 3 for 'to hit', may re-roll), decrease cost of power armor, remove storm bolter option, remove storm shield option, price power weapon better, tweak bolter option (only usable with power armor, or even just write in power armor that it may replace it's lasgun for bolter, maybe bolter with sarissa). Add arbitres to henchmen selection. Agreed Make psyammo not usable with autocannons. Write new fluff. Add stormshield option for termis and pallies. Change the way how storm shields and NFW works. Agreed except for the psybolt effects on autocannons. I should point out I don't plan on taking psyflemen dreads, but I like that the option is there. As for my own ideas: Ageis provide a 6+ save against perils for power armoured GK, and give +1 to save against perils for TDA GK. Psycannon heavy profile has 36 range. Heavy psycannon fires 6 ap3. Gatling silencer st5, wounds daemons on 3+ at worst. Normal silencer assault profile. Greatsword adds +1 to dreadknight's invulnerable save Change Draigo's fluff as mentioned above. Well, psyammo could work in different way, not just add +1 to S. Considering that other units in aegis armor don't have added protection from the perils (like for example SM librarian, no peril protection) i don't see justification for it. Aegis armor is just armor that tune up user's psychic potential if i remember right. I agree that weapons on the tank should act in different way than pa-portable weapons. Giving range sound like a good solution, maybe 30 instead of 36 ? Psilencer is awful currently. I would go in direction of increasing it to assault 4/heavy 8. Weapon to mow down hordes (along with it's increased efficiency on daemons (re-roll to wound, and daemons re-roll successful inv saves?). and psykers (just re-roll to wound). No dreadknight, but otherwise agree that sword could've add +1 to inv in cc. Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2718238 Share on other sites More sharing options...
Iron Lord Posted April 9, 2011 Share Posted April 9, 2011 (somebody should have told Ward the warp in 40k isn't like realms of chaos in fantasy, it's more primordial soup than corporeal hell). Maybe there's two layers "the warp" (parallel dimension alongs realspace) and beyond it "the realms of chaos"- so when Draigo's thrown through the rift, he goes all the way to the realms of chaos. The description of the place is similar in both Daemons of Chaos, and Codex: Chaos Daemons. Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2718338 Share on other sites More sharing options...
Justcar Posted April 9, 2011 Share Posted April 9, 2011 The way I see it, It is barely possible for DRAIGO!!!!! to survive in the warp. There has been a precedence set with hulks and in the "inquisition war" when Jaq Draco goes warp walking wearing nothing but power armor and an "aura of protection." Draigo could quite possibly use his vast psychic abilities to project a small gellar field around his person. AND, seeing as he is IN the raw stuff of magic, it stands to reason that his psychic power would be enhanced, simply because he can manipulate the very stuff that his surroundings are made of. So, you can explain it. Barely. ____________________________________________________________________________________________________ __________________________________________________ And making Draigo a fallen Grey Knight is the worst idea i have ever heard!! That would do far worse damage to the fluff than ANYTHING MAT WARD COULD EVER DO! Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2718681 Share on other sites More sharing options...
Haakon_Stormbrow Posted April 10, 2011 Share Posted April 10, 2011 HQ: Lord Kaldor Draigo: wargear - titansword is a nemesis force sword thats strength 10 vs demons. +25 pts (yes thats a 2+ invuln, but why would he have a lesser weapon) Grand Master Mordrak: is an independent character if no ghost knights are bought with him. Brother Captain stern: +1 A Castellan Crowe: Independent Character, gets 1 attack on top of what ever titan's herald move he selects (which may receive +1 for charging) Grand Master: +1A has may upgrade to mastery level 2 and take holocaust psychic power for +35pts. Brother Captain: +1 A -10pts (140) Brotherhood champion: remove digital weapons option. add psychotroke grenades option for +15. Librarian: no change Coteaz: give him a personal energy shield (5+ invulnerable) Karamazov: no change Valeria: no change Malleus INQ: prefered enemy (daemons) gives to unit it joins, may take a storm shield for +15pts Hereticus INQ: prefered enemy (psykers) including any unit with a psyker in it, gives to unit it joins. may take a hand flamer for +10, remove upgrade to psyker, add may upgrade to a priest for 30 pts, gets a psychic hood, and give himself and any inquisitorial henchmen he joins feel no pain. xeno INQ: prefered enemy (non human/xenos) gives to unit it joins. ELITES: Techmarine: comes with stormbolter for free. has an iron halo. purifier squad: has deepstrike rule. venerable dreadnaught: remove assault cannon, add psycannon. reduce twin-lascanon by 5 points to 25point upgrade. replace twin-linked heavy flamer with incinerator. paladin squad: add if the squad has 5 or more paladins then you may upgrade 1 member to a brother captain (+1ws, +1bs, +1w, +1I, +2A +1 Ld) for 75 points, who can take psycotroke grenades and or rad grenades for +15 pts each. any paladin may be detached from the squad and made a leader of another squad (same as a wolf guard for space wolves) assasins: all assassins require you to use the night fight rules in order to target them. all the assassins attacks cause rending in close combat. Callidus: may assault on the turn it deepstrikes, polymorphine: the callidus assassin replaces 1 member of your opponents choosing in the squad it hides in, this may only be used on a unit with a 40mm or smaller base or a bike unit. vindicare: spy mask: -1 to enemy cover saves from shots fired by the vindicare eversor: combat drugs: add may charge 12" has fast shot (may fire twice) Bio-meltdown, if the eversor is killed, all models within d3" take a str 5 hit. culexus: etherium: add must pass leadership test to charge assassin as well. psychic abomination: any enemy psyker within 12" at the start of their turn must take a leadership test (on 3d6) or fall back. psyker assassin: the culexus may allocate wounds against a specific psyker when shooting or in combat, even if not in base contact. Inquisitorial Henchmen: Arco-flagellant: no change Banisher: may not be taken if a daemonhost is present Crusader: has initiative 4 Daemonhost: may not be taken if a banisher is present, and malleus inquisitors may not join units with daemonhosts. Death cult assassin: no change. Servitor: no change. jokaero: if you include more then 4 jokaero then you may pick which 2 customisations the unit receives. xeno inquisitors may not join units with jokaero. mystic: if a unit arrives by deepstrike within 12" of the mystic then the unit may fire at them out of turn immediately. for every mystic beyond the first you may pick another squad within 12" per mystic to fire instead. note if coteaz is in the squad he counts towards the number of mystics in the squad. psyker: have a 6+ save vs perils of the warp, if the unit suffers a perils, all psykers in the squad suffer, however take a save on each psyker separately. Warrior Acolytes: change ws and bs to 4 and base cost to 5. may take bolt guns, bolt pistols or shotguns for 1 pt, storm bolters for 3 pts, hot-shot lasguns for 5pts. up to 3 may take... combi-flamer/melta/plasma 5pts, plasma, melta or flamer 10 pts, power sword or plasma pistol 10 pts, stormshield 15 pts, powerfist 20 pts. any warrior may upgrade his armour to carapace for 3 pts or power armour 6 pts. may take melta bombs for 5 points, frag grenades for 1 point, krak grenades for 2 points. TROOPS no change. DEDICATED TRANSPORT Rhino: no change Razorback: replace twin-linked assault cannon with twin-linked psycannon. Chimera: may replace multilaser with autocannon for +10 pts. FAST ATTACK Stormraven: has twin-linked psycannon instead of assault cannon. interceptors take up 1 space each not 2 (as if 2 sticks on your back take up room) Interceptor squad: for every 5 models in squad 2 may take special weapons, and change weapons to halberds 2pts, hammers 5pts, falchions 5pts. HEAVY SUPPORT purgation squad: any member may replace their stormbolter and nemesis force weapon for incinerator free, psilencer 10, psycannon 15. the squad has a psychic power that when activated gives the unit the relentless special rule, you must cast the psychic power at the start of your shooting phase (after moving). Dreadnaught: replace assault cannon with psycannon. replace twin heavy flamer with incinerator Nemesis Dreadknight: -10 pts from all ranged weapons, remove line "(each weapon may be selected only once)" if you want 2 incinerators go for it! reduce hammer to 5 pts and sword to 20 pts. Land Raider: has psybolt ammo for free. Land raider variants: replace twin-linked assault cannon with twin-linked psycannon. Think thats all that's needed. maybe if i made 1 more change i'd make Dark Excommunication remove any psychic power already in play on a unit; on top of what it already does, so that it's not a daemon only power. 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Abaddonshand Posted April 10, 2011 Share Posted April 10, 2011 Considering that other units in aegis armor don't have added protection from the perils (like for example SM librarian, no peril protection) i don't see justification for it. Aegis armor is just armor that tune up user's psychic potential if i remember Ageis armour is Grey Knight exclusive though, hence it already having special rules that normal space marines don't get in their armour. Normal SM librarians just wear terminator or power armour. Grey knights wear ageis terminator or ageis power armour, designed to shield their minds from the warp as much as their bodies from their enemies. As such it would make sense that such blessed armour gives then a little help when the denizens of the warp come calling in a perils, just as it protects them when psykers attempt to use warp craft against them Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2719312 Share on other sites More sharing options...
Marid Posted April 10, 2011 Share Posted April 10, 2011 I think that cramming all kinds of henchmen into one unit was sloppy and makes them ripe for abuse. It also removed the downsides to things like arco-flagellants and daemonhosts, leaving them underpowered for balance. These aren't the daemonhosts that can take down a titan. (The last ones weren't either, but they were definitely closer). Karamazov lost his MC status and his Rosarius. :cuss Other than that, ask me in six months. :cuss Link to comment https://bolterandchainsword.com/topic/226662-you-are-the-lead-designer/page/3/#findComment-2719393 Share on other sites More sharing options...
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