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What about giving them a Special Type of Hit and Run that they can only use if they get charged and that they are forced to do so but, to balance it give it a much reduced distance (1D6+3" vs 3D6 iirc)? Coupled with the Gun Kata's "You cant Charge" it really polarizes them as being a unit that wants to get in close to shoot but not get stuck in Combat.

 

I'd also not let them have Access to Inferno Pistols or greatly limit it since that might be a bit too overkill (one of the reasons why I think Salamanders Cant have Moritats. Imagine a Chain-Firing S8 Ap1 Melta Moritat @_@)

Eh, the 6" Range on an inferno pistol isn't that bad, and Out of Range will nix that tactic more than anything else. It would literally have to be sitting on the 1" zone. 

 

I believe the Wardens of Light have hit and run jump infantry as standard (although I think that's a bit too powerful, and that it's better to have it offensive only), Hit and Run on the defense is fine. There's no point in limiting it; after all, the strength is being unable to pinned in combat for more than a single turn, rather than being able to run away a distance; and could also be a bad. In regards to forcing it; I don't really think that that is necessary, unless there's some creepy fluff along those lines, which I don't really get as a vibe from these guys.

 

Spectres from the Grave Stalkers? YES! Airmasters? Not really, sorry.

I'd also not let them have Access to Inferno Pistols or greatly limit it since that might be a bit too overkill (one of the reasons why I think Salamanders Cant have Moritats. Imagine a Chain-Firing S8 Ap1 Melta Moritat @_@)

Honestly I'm hoping that Blood Angels get access to this :P Horrifically short range, absolutely going to die afterwards, but he'll kill anything/everything within those 6". Plus we got Inferno Pistols first (in 40k anyway).

Yeah. It will be altered to the offense only. But actually to much universitystuff going on and alphariusomegon whi helping me a great deal has so many tests to write :(

 

Maybe add the defense version as a battle meditation

Edited by MikhalLeNoir
  • Wind Step
  • Ballistics Kata

 

Wind Step

After intense training to master even the slightest reflexes, an Air Master is expected to use his honed agility to keep him away from death's grasp with a silent grace.

 

So long as the unit moves in either the Movement Phase or the Assault Phase, the unit is treated as having Shrouded, until the start of their next Movement Phase.

 

Ballistics Kata

Eschewing blade and the traditional bolter, all Air Masters devote themselves to the simple pistol. Given the short-range of their choice weapon, a unit of Air Masters is expected to master target priority, forgoing the standard tactic of focusing fire to maximise damage in all directions. This tactic comes with a drawback. With their attentions divided, the unit is unable to act as one and focus on close combat with an enemy unit.

 

The unit may choose to split fire with each model being able to target a different enemy unit in range. If chosen, the unit may not assault this turn. 

 

Options

·         The Peon Squad may take:

o   Up to 5 additional Air Masters………………..................................??? points each

·         The entire Air Master Squad may exchange a bolt pistol for one of the following:

o   Volkite Serpenta.......………+5 points each

o   Hand Flamer..................+10 points each

o   Plasma Pistol.................+15 points each

o   Inferno Pistol................+15 points each

 

 

[it was the hand flamer I had forgotten.]

The suggestion that was made to me for my Spectres was that the shrouded bonus not be given if the unit is falling back. That way if they are running away they don't get the extra defensive benefit, I think it is quite a nice balance on basically being able to get shrouded all the time, which you will as you are going to need to move to get close to the enemy.

Could give one of the units Shroud bombs. Rather than a complicated rule to let them extract from combat, Shroud bombs (or Grav-Wave Generators) helps them stay out of combat. Shroud Bombs force a Ld check to charge, Grav Wave Generators reduce the charge by D3.

 

Rather that a complicated out of sequence move, just reuse a mechanic.

 

Of course, they don't have to be equipped with them, they can be a special rule.

  • 1 month later...
  • 4 weeks later...

Simple update, just bringing over the Pariah rules. Didn't get the Twisted Brotherhood one since there are no units of Pariahs in the 18th legion. 

 

  • Legiones Astartes (Warriors of Peace): Must always take the Soulless ability, before purchasing any others.

Pariah (Tertius, Secundus, Primus)
A model with this special rule may purchase powers from the Pariah Abilities (see below). A model with the Tertius level of this rule may purchase up to 30 points of abilities. A model with the Secundus level of this rule may purchase up to 60 points of abilities. A model with the Primus level of this rule may purchase up to 100 points of abilities.

 

Pariah Abilities

The powers of a Pariah are split into five categories: Aetheric Tempest, Dark Presence, Indomitable Will, Psychic Void and Soulless. A model or unit with access to these abilities may purchase from any of the categories, subject to any points limits and Legion specialisations. Where the rules refer to Psykers/Pariahs they also implicitly refer to the Brotherhood of Psykers/Twisted Brotherhood rules as well.

 

Soulless [5/10 points]

The gaze of the Pariah chills the very marrow unsettling even the most disciplined of opponents.
Models with the Psyker special rule/models who do not have the Pariah special rule, suffer -1 to their Leadership value when in combat with the Pariah.

  • Increase the penalty to Leadership by 1. To a maximum of -3 Leadership. [+10 points per additional -1]
  • Models suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]


Aetheric Tempest [5/10 points]
The winds of the empyrean swirl around the Pariah draining the very life-force from his foes.
The Pariah gains the Murderous Strike/Instant Death special rule on all of their melee attacks, when used vs a model with the Psyker special rule.

  • The Pariah may upgrade this ability to effect all opponents. [+5 points]

Dark Presence [5/15 points]
The very presence of the Pariah instills a dread feeling into their enemy’s heart.
The Pariah gains the Fear (Psykers)/Fear special rule.

Indomitable Will [15 points per level]
The Pariah is particularly resilient to warp-fuelled powers.
The Pariah provides +1 dice to the Warp Charge pool in the opponent’s turn and has one ML when rolling for Deny the Witch, for every level purchased. Maximum of three levels.

  • The Pariah becomes completely immune to all psychic powers. Requires three levels of the base power. [+15 points]
  • The Pariah may roll Deny the Witch for units within 6”/12”. [+10/20 points]

Psychic Void [5 points]
Psykers find the presence of a Pariah limits their ability to draw upon the powers of the warp.
Psykers targeting the Pariah, or his unit, suffer a -1 penalty to rolls to manifest psychic powers.

  • Rather than suffering a -1, Psykers targeting the Pariah, or his unit, require 6s to manifest psychic powers. [+15 points]
  • Psykers also suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]

 

Simple update, just bringing over the Pariah rules. Didn't get the Twisted Brotherhood one since there are no units of Pariahs in the 18th legion. 

 

  • Legiones Astartes (Warriors of Peace): Must always take the Soulless ability, before purchasing any others.

Pariah (Tertius, Secundus, Primus)

A model with this special rule may purchase powers from the Pariah Abilities (see below). A model with the Tertius level of this rule may purchase up to 30 points of abilities. A model with the Secundus level of this rule may purchase up to 60 points of abilities. A model with the Primus level of this rule may purchase up to 100 points of abilities.

 

Pariah Abilities

The powers of a Pariah are split into five categories: Aetheric Tempest, Dark Presence, Indomitable Will, Psychic Void and Soulless. A model or unit with access to these abilities may purchase from any of the categories, subject to any points limits and Legion specialisations. Where the rules refer to Psykers/Pariahs they also implicitly refer to the Brotherhood of Psykers/Twisted Brotherhood rules as well.

 

Soulless [5/10 points]

The gaze of the Pariah chills the very marrow unsettling even the most disciplined of opponents.

Models with the Psyker special rule/models who do not have the Pariah special rule, suffer -1 to their Leadership value when in combat with the Pariah.

  • Increase the penalty to Leadership by 1. To a maximum of -3 Leadership. [+10 points per additional -1]
  • Models suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]

Aetheric Tempest [5/10 points]

The winds of the empyrean swirl around the Pariah draining the very life-force from his foes.

The Pariah gains the Murderous Strike/Instant Death special rule on all of their melee attacks, when used vs a model with the Psyker special rule.

  • The Pariah may upgrade this ability to effect all opponents. [+5 points]

Dark Presence [5/15 points]

The very presence of the Pariah instills a dread feeling into their enemy’s heart.

The Pariah gains the Fear (Psykers)/Fear special rule.

 

Indomitable Will [15 points per level]

The Pariah is particularly resilient to warp-fuelled powers.

The Pariah provides +1 dice to the Warp Charge pool in the opponent’s turn and has one ML when rolling for Deny the Witch, for every level purchased. Maximum of three levels.

  • The Pariah becomes completely immune to all psychic powers. Requires three levels of the base power. [+15 points]
  • The Pariah may roll Deny the Witch for units within 6”/12”. [+10/20 points]

Psychic Void [5 points]

Psykers find the presence of a Pariah limits their ability to draw upon the powers of the warp.

Psykers targeting the Pariah, or his unit, suffer a -1 penalty to rolls to manifest psychic powers.

  • Rather than suffering a -1, Psykers targeting the Pariah, or his unit, require 6s to manifest psychic powers. [+15 points]
  • Psykers also suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]

 

 

So... Does this mean I could make a pariah character now?

 

Simple update, just bringing over the Pariah rules. Didn't get the Twisted Brotherhood one since there are no units of Pariahs in the 18th legion. 

 

 

  • Legiones Astartes (Warriors of Peace): Must always take the Soulless ability, before purchasing any others.
Pariah (Tertius, Secundus, Primus)A model with this special rule may purchase powers from the Pariah Abilities (see below). A model with the Tertius level of this rule may purchase up to 30 points of abilities. A model with the Secundus level of this rule may purchase up to 60 points of abilities. A model with the Primus level of this rule may purchase up to 100 points of abilities.

 

Pariah Abilities

The powers of a Pariah are split into five categories: Aetheric Tempest, Dark Presence, Indomitable Will, Psychic Void and Soulless. A model or unit with access to these abilities may purchase from any of the categories, subject to any points limits and Legion specialisations. Where the rules refer to Psykers/Pariahs they also implicitly refer to the Brotherhood of Psykers/Twisted Brotherhood rules as well.

 

Soulless [5/10 points]

The gaze of the Pariah chills the very marrow unsettling even the most disciplined of opponents.

Models with the Psyker special rule/models who do not have the Pariah special rule, suffer -1 to their Leadership value when in combat with the Pariah.

  • Increase the penalty to Leadership by 1. To a maximum of -3 Leadership. [+10 points per additional -1]
  • Models suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]
Aetheric Tempest [5/10 points]The winds of the empyrean swirl around the Pariah draining the very life-force from his foes.

The Pariah gains the Murderous Strike/Instant Death special rule on all of their melee attacks, when used vs a model with the Psyker special rule.

  • The Pariah may upgrade this ability to effect all opponents. [+5 points]
Dark Presence [5/15 points]The very presence of the Pariah instills a dread feeling into their enemy’s heart.

The Pariah gains the Fear (Psykers)/Fear special rule.Indomitable Will [15 points per level]The Pariah is particularly resilient to warp-fuelled powers.

The Pariah provides +1 dice to the Warp Charge pool in the opponent’s turn and has one ML when rolling for Deny the Witch, for every level purchased. Maximum of three levels.

  • The Pariah becomes completely immune to all psychic powers. Requires three levels of the base power. [+15 points]
  • The Pariah may roll Deny the Witch for units within 6”/12”. [+10/20 points]
Psychic Void [5 points]Psykers find the presence of a Pariah limits their ability to draw upon the powers of the warp.

Psykers targeting the Pariah, or his unit, suffer a -1 penalty to rolls to manifest psychic powers.

  • Rather than suffering a -1, Psykers targeting the Pariah, or his unit, require 6s to manifest psychic powers. [+15 points]
  • Psykers also suffer the effect of this power if they are within 6”/9”/12” of the Pariah. [+5/10/15 points]
  • Focus: This power only affects enemies. [+5 points]
 

So... Does this mean I could make a pariah character now?

If you belong to a pariah legion, yes;)

No, no Pariah marines have been depicted in canon. Of the four legions here, it has been a deliberate use of engineering to create Pariahs. 

 

Technically, AO could make a Pariah character. But, I'm a bit confused, since your legion is the one that embraces Chaos first, why would there be a Pariah?

would be one of the few loyalist eagle warrior survivor commanders, he with Takar would lead the remaining 1000 loyal veteran eagle warriors.

 

Got it. Well, if you really want a Pariah character, I'm not going to stop you so long as there's a plausible background for him.

  • 3 weeks later...

So, I was rereading to find what was left when I realized the Air Masters haven't been costed. Suggestions?

 

Also I wanted to modify the Wind Step rule. To gain Shrouded, the unit must move during the Movement and Assault phases.

[Masters of Striking Air]                                                                      ??? points


(Warriors of Peace Only)


                                                   WS      BS      S      T      W      I      A      LD      Sv


Air Master                                       4        5       4      4       1      4      1       9        3+


 


Unit Composition


  • 5 Air Masters

Unit Type


  • Jetpack Infantry 

Wargear


  • Power Armor
  • Bolt Pistol
  • Bolt Pistol 
  • Jetpack
  • Frag and Krak Grenades

Special Rules


  • Legiones Astartes (Warriors of Peace)
  • Split Fire
  • Wind Step

Wind Step


After intense training to master even the slightest reflexes, an Air Master is expected to use his honed agility to keep him away from death's grasp with a silent grace.


 


So long as the unit moves in both the Movement Phase and the Assault Phase, the unit is treated as having Shrouded, until the start of their next Movement Phase.


 


Ballistics Kata


Eschewing blade and the traditional bolter, all Air Masters devote themselves to the simple pistol. Given the short-range of their choice weapon, a unit of Air Masters is expected to master target priority, forgoing the standard tactic of focusing fire to maximise damage in all directions. This tactic comes with a drawback. With their attentions divided, the unit is unable to act as one and focus on close combat with an enemy unit.


 


The unit may choose to split fire with each model being able to target a different enemy unit in range. If chosen, the unit may not assault this turn. 


 


Options


·         The Airmaster Squad may take:


o   Up to 5 additional Air Masters………………..................................??? points each


·         The entire Air Master Squad may exchange a bolt pistol for one of the following:


o   Volkite Serpenta.......………+5 points each


o   Hand Flamer..................+10 points each


o   Plasma Pistol.................+15 points each


o   Inferno Pistol................+15 points each


 


 


[The Night Raptor Squad is 150 points while the Dark Fury Assault Squad is 175 points, so I'm thinking somewhere in this range.]


I'd go 165-180 as the Default Range with Each additional being +15pts. So if we go with 180, a full squad of 10 is 255 pts.

 

At that point though, I'd probably let 1in3 Marines be able to swap both pistols for Volkite Serpentas at +10pts or Plasma Pistols at +25 (Slight discount due to Plasma Pistols being overcosted)

 

That way, if you do since points into them, they can still pack a punch instead of the damage probably only coming from the master taking specials.

 

You're still looking at +75 pts for 6 Plasma Pistol Shots bringing up the unit to 330, 360 if the Master has two +15 pistols.

 

They can Split Fire, Have JSJ and have Shrouded so long as they're moving and no actual assault power to speak of beyond S4 Ap- The Plasma Pistols also make them rune the risk of killing themselves.

 

Nevermind, just saw that it was the entire Squad, LOL

Edited by Slipstreams

 

[Masters of Striking Air]                                                                      ??? points

(Warriors of Peace Only)

                                                   WS      BS      S      T      W      I      A      LD      Sv

Air Master                                       4        5       4      4       1      4      1       9        3+

 

Unit Composition

  • 5 Air Masters

Unit Type

  • Jetpack Infantry 

Wargear

  • Power Armor
  • Bolt Pistol
  • Bolt Pistol 
  • Jetpack
  • Frag and Krak Grenades

Special Rules

  • Legiones Astartes (Warriors of Peace)
  • Split Fire
  • Wind Step

Wind Step

After intense training to master even the slightest reflexes, an Air Master is expected to use his honed agility to keep him away from death's grasp with a silent grace.

 

So long as the unit moves in both the Movement Phase and the Assault Phase, the unit is treated as having Shrouded, until the start of their next Movement Phase.

 

Ballistics Kata

Eschewing blade and the traditional bolter, all Air Masters devote themselves to the simple pistol. Given the short-range of their choice weapon, a unit of Air Masters is expected to master target priority, forgoing the standard tactic of focusing fire to maximise damage in all directions. This tactic comes with a drawback. With their attentions divided, the unit is unable to act as one and focus on close combat with an enemy unit.

 

The unit may choose to split fire with each model being able to target a different enemy unit in range. If chosen, the unit may not assault this turn. 

 

Options

·         The Airmaster Squad may take:

o   Up to 5 additional Air Masters………………..................................??? points each

·         The entire Air Master Squad may exchange a bolt pistol for one of the following:

o   Volkite Serpenta.......………+5 points each

o   Hand Flamer..................+10 points each

o   Plasma Pistol.................+15 points each

o   Inferno Pistol................+15 points each

 

 

[The Night Raptor Squad is 150 points while the Dark Fury Assault Squad is 175 points, so I'm thinking somewhere in this range.]

 

What about giving the ballistics kata simply split fire and precision shots ? Spliting fire for each man in the squad sounds a bit weird to be honest: either overpowered for some builds, or completely useless for others http://image.bolterandchainsword.com//public/style_emoticons/default/wacko.pngWhat's more, target priority really sounds like precision shots to me. But I like the idea otherwise: non-assault gunslingers without the forbidden weaponry sounds fun :).

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