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Did we establish who the "left behind" EWs like Takar end up working closely with? If we say the Wardens of Light, that gives Meros something else to play with.

 

I also had a stab at fluff for Takar's warband in Blackshields, so that needs scrutiny at some point

Edited by bluntblade

Also, pending AO's approval, some ideas for the warband Takar of the Eagle Warriors ends up leading. Now, going back to his fluff for the Legion that was and extrapolating from what we've done since then, I'm thinking they'll retain the pride of the old Legion, and even some of Mexicatii, as a few of the generations drawn from that world were worthy Astartes and found themselves among Takar's Blackshields. Hence there's gold for the old Terran Legion, and green for Mexicatii. And on that note, I present the hypothetical Vengeful Eagles:

http://www.bolterandchainsword.com/sm/bpe=545151&bpj=545151&bp=545151&bpc=545151&hdt=545151&hdm=545151&hdl=545151&ey=9C280B&er=545151&pi=050505&nk=545151&ch=545151&eg=BD9508&sk=BD9508&abs=545151&bt=0D0C0C&cod=545151&ull=545151&lk=08704f&lll=545151&lft=545151&url=545151&rk=08704f&lrl=545151&rft=545151&slt=bd9508&sli=08704F&srt=bd9508&sri=08704f&ula=545151&lel=545151&lla=bd9508&lw=545151&lh=545151&ura=545151&rel=545151&rla=bd9508&rw=545151&rh=545151&bg=FFFFFF&rb=3A4045&gr=050404&wg=true&mk6=true&hse=08704f&aq=true&lightshade=true&comi=0A0909&mk6kn=true&blt=5E5B5B&/spacemarine.jpg

Grey= #545151

Green= #08704f

Gold= #bd9508

 
  • 2 weeks later...

And with your much appreciated help, here you go :wink:

Rite of war: War in the night

Advantages:

  • unexpected: Every infantry and bike unit in the army gains hit and run and all Kaskuta units must always try to move towards the enemy when on foot.
  • Ancient masters: Veterans (so not terminators) become compulsory troop choices. Tacticals may not be taken. Kaskuta become non-compulsory troops.

Drawbacks:

  • We only.: May not take allies.
  • Logic leaders: One medicineman must be taken, he becomes a HQ, does not have to be the warlord

Rite of war: War in the day

Advantages

  • Armored surprise: Any unit that has a Rhino Dedicated Transport option may instead take a Land Raider Proteus, if they number 10 models or fewer.
  • The first salvo: On any turn in which a unit disembarks from a transport they gain the Preferred Enemy (Everything) special rule until the end of the turn.
  • No mercy: Any vehicle that moves Flat Out in the shooting Phase may move an additional 3". Additionally vehicles may move Flat Out after performing a Tank Shock.

Drawbacks

  • All infantry models must be capable of being transported by vehicles with Transport Capacity. And must begin the game embarked upon them.
  • If the opponent has more units in their deployment zone than you do at the end of the game they gain an additional D3 VPs.
  • May not take a Fortification or Allied detachment.
  • All vehicles in the detachment must purchase a Mine Plough for +10 points.

________________________________________________________________________________________________________

Legion astartes: Eagle warriors:

  • Legiones Astartes: All units with this special rule may always attempt to regroup regardless of casualties
  • Inventive war: May choose one of the following special rules. this rule is given to all units in the army: Infiltrate, battle focus, counter attack or stubborn
  • Everything must be extracted: If the Eagle Warriors have suffered more units destroyed then it's enemy, the enemy gains a additional VP at the end of the game
  • Masters of the combat drugs: ANY unit with the infantry or bike/jetbike type may buy A-type drugs for 30 pts per unit or 10 pts per character.

_________________________________________________________________________________________________________

Eagle warriors specialized wargear:

  • A-type drugs:

Drugs are used as the following: Roll a D6 each phase in the controlling players turn, the drugs are activated on a 4+ each phase, if successful use one:
Movement phase: May move 2" further then normal
Shooting phase: when shooting at a unit Gain precision shot on the rolls of 6's to hit
Combat phase: Gain +1A and +1I the turn they charge.

  • Power Javelins: R8" S3 Ap3 Assault 3, pistol (Only used on jaguar toa or for +15pts on a centurion or preator)
  • Mexicatii long swords: The exact same as the White scars weapon, +20 pts, R- S: User ap2
Edited by AlphariusOmegon108

Hey just an idea for the drug addicted. If you roll a 1, every drug using unit has to fight agsinst the drawbacks of drugs. -2 movemenr, - 1 bs and -1a&-1I. So we have a paedagogic approach^^

 

While cool, this would totally ruin their cost though, they would be overly expensive with a drawback besides only triggering 50% of the time

You could follow the route for longer. Those who are long time addicted will get the drawback at 3-. We have a Responsibility to show that drugs are evil. Gloryfying drugs and only show their advantages is a bad sign for the youth. What if you play against a kid? They will think "oh wow, the drugs make him way stronger" and later they try it and become addicted and suffer the drawbacks. Can you live with that guilt? At least you should provide your younger adversaries with drug infomaterial and have a disclaimer: DRUGS ARE BAD FOR YOUR HEALTH!!!

 

 

By the way, how does the power javelin work?

You could follow the route for longer. Those who are long time addicted will get the drawback at 3-. We have a Responsibility to show that drugs are evil. Gloryfying drugs and only show their advantages is a bad sign for the youth. What if you play against a kid? They will think "oh wow, the drugs make him way stronger" and later they try it and become addicted and suffer the drawbacks. Can you live with that guilt? At least you should provide your younger adversaries with drug infomaterial and have a disclaimer: DRUGS ARE BAD FOR YOUR HEALTH!!!

 

 

 

 

While I do agree with you, but these are the specialized drugs the egale warriors use, the combat drugs, they are named drug masters for a reason, fluff wise sure, rule wise even more drawbacks? Idk..

 

 

 

By the way, how does the power javelin work?

 

I guess you didn't read the profile?

Power Javelins: R8" S3 Ap3 Assault 3, pistol (Only used on jaguar toa or for +15pts on a centurion or preator)

Looks good for the moment, but the wording for "unexpected" needs to change - as it stands, the models always have to move towards the closest unit which is a major disadvantage, and it completely negates the hit and run rule (if they're already in combat, they can't actually disengage when moving towards the closest enemy unit)

It's hard to keep track of what we've settled on for EWs lore. Does my idea that Alexos stumbles across a Warp outbreak, and that sets off his quest for the truth, currently fit? I feel it'd be better than him just having visions, which is a rather passive way to go about it.
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