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Legio XVIII: "The Stygian Jackals"

 

Primogenitor: Willym Jackel

 

First Master: Uten Tuskan

 

Nominal strength: 120,000 Line Legionaries

 

 

Legiones Astartes (Stygian Jackals)

 

Strike Together: When a Stygian Jackals unit makes a shooting attack at an enemy that has already been shot at by a unit with the same type from the same army, they get to reroll rolls of 1 when rolling to hit (e.g. an Infantry unit shoots at a unit, then another infantry unit shoots at that same squad) 

 

Hunting Packs: If a troops unit numbers 20 models, it may choose to split down into 2 squads of 10 models. These all function as if they were different units, but there may only be one sergeant, vexilla bearer and nuncio-vox operator in total.

 

Bigger they are, the harder they fall: Legion troops choices and veteran tactical squads gain the Monster Hunter Universal Special Rule. Note that veteran tactical squads must choose between this and the usual veteran tactics.

 

Styigan Jackals armies also gain access to Two Legion specific units, Two Legion specific HQ's and one Legion specific Lord of War:

The Tazmanien Devils (Fast Attack) 

The ++REDACTED++* (Elites)

Uten Tuskan (HQ)

++REDACTED++* (HQ)

Willym Jackel (LoW)

 

 

 

Independent characters in this army gain access to a unique piece of wargear: The Wyrmbat hide. 

 

Wyrmbat Hide +20 points

Confers the Feel No Pain (6+) special rule and Adamantium Will special rule to the bearer.

 

 

Jackal Dydery +25 points (replaces Legion Vexilla option)

The Dydery gives all models in the unit +1 leadership (to a maximum of 10) and all Legiones Astartes (SJ) units within 6" re-roll failed morale checks.

 

 

 

Stygian Jackals Unique Rite of War: Hunting Pack

 

Effects:

All Infantry models gain the Infiltrate rule

All Infantry models gain Stealth (Forests)

Opportunistic: When in combat with a unit that has less models than it, the Styigan Jackals unit gains +1 to combat resolution.

 

Limitations:

Must be taken in conjunction with the Tracking Cadre Force Organisation chart. 

Must take either a Legion Outrider Squad or Legion Jetbike Sky hunter squadron as its compulsory Fast Attack choice.

May not take Drop Pods of any kind or Flyers of any kind.

 

 

Willym Jackel - 470 points, Lord Of War

 

Jackal Lord, Relentless Hunter, Whisper in the Trees

 

WS  BS  S  T  W  I  A Ld  SV

  8     5    6  6   5  7 4  10  2+

 

 

Unit Compositon:

1 (Unique)

 

Unit Type:

Jump Infantry (Independent Character)

 

Wargear:

Bite

Penitance

The Hounds Axe

Frag and Krak Grenades

Whisper Plate

 

Bite:

Range: -    S: User     Ap: 1   Type: Melee, Master Crafted, Throat Ripper, Unwieldy, Electro Charge

 

Throat Ripper: Jackel must be in base contact with at least one enemy to use Bite. Wounds cause by Bite can only be applied to models Jackel is in base contact with.

Electro Charge:

Once per game during the owning players combat phase, Bite may gain the following profile:

 

Bite (Electro Charge)

Range: -  S: 10  Ap: 1  Type: Melee, Haywire, Unwieldy, Throat Ripper, One Use only

 

Only one attack may be made with Bite (Electro Charge). This mode lasts until the end of the owning players combat phase the turn it was declared.

 

 

The Hounds Axe:

Range: -    S: +2   Ap: 2     Type: Melee, Murderous Strike, Specialist Weapon

 

 

Penitance:

Range: 24"    S: 5   Ap: 3    Type: Salvo 2/4

 

 

Whisper Plate:

The Whisper Plate confers a 2+ armour save and a 4+ invulnerable save. It also Incorporates a Wyrmbat Hide.

 

Special Rules:

Primarch

Sire of the Stygian Jackals

Furious Charge 

Bulky

Lurking

Surrounded By Friends 

 

Sire of the Stygian Jackals:

All units with the Legiones Astartes (SJ) and Imperialis Militia squads with the feral warriors provenance gain +1 Leadership while Jackel is alive and on the board. Additionally, Jackel may take a compliment of 2 Tazmanien Devils for +60 points

 

Lurking:

If Jackel moves into area terrain, and there is another piece of area terrain within 6", he may choose to appear there. He may be placed anywhere inside the terrain, but may not run, charge or voluntarily move until the start of the controlling players next turn. This ability may only be used once per turn and can not be used if Jackel is accompanied by any units other than Tazmanien Devils.

 

Surrounded By Friends

Jackel can include a single Imperialis Militia squad as a non-compulsory troops choice. This squad must have the Feral Warriors Provenance and must choose to take the close combat weapons and las pistol upgrade. This units gain the outflank rule for +20 points.

 

 

 

Tazmanien Devils 165 points, Fast Attack

 

Compositon:

2 Handlers

4 Devils

 

Handler    WS  BS  S  T  W  I  A  LD  SV

                  4      4   4  4   1  4  2   9    3+

Devil        WS  BS  S  T   W  I  A  LD  SV

                  3     0    5  3   1   4 2   5    6+

 

Unit Type: Beast (Devil only) Jump Infantry (Handler)

 

Wargear

Power Armour (Handler only)

Boltgun (Handler only)

Claws and teeth (Devil only)

Jump Pack (Handler only)

 

Special Rules

Savage: All to wound rolls of a six made by the Devils are resolved at AP2.

Legiones Astartes (SJ)

Bloodlust: If, after winning a combat, the enemy successfully falls back, roll a die for each Devil remaining in the unit. On the roll of a 6, the Handlers immediately take one automatic hit. Roll to wound as normal.

Furious Charge (Devils only)

Counter Attack (Devils only)

 

Options

May add up to three additional Handlers, who each come with two Devils +40 points per Handler/Devils

Any Handler may take Melta Bombs +5 points per model

Any Handler may take a Power weapon +10 points

                                        Power fist +15 points

                                        Single Lightning Claw +15 points

 

 

Uten Tuskan: 210 points, HQ

 

WS6 BS5 S4 T4 W3 I5 A4 LD10 Sv2+

 

unit compostiion

1 Uten Tuskan

 

unit type

infantry 

 

Wargear

  • Artificer armour
  • boltgun
  • bolt pistol
  • iron halo
  • frag and krak grenades
  • Leventh Lamina

Leventh Lamina

Range n/a   S+2 AP2 Type: melee, master crafted, two handed

 

Special rules

  • LA (SJ)
  • Forward!: D3 units have scout. Dedicated transports and any occupants each count as one unit.

 

Warlord Trait: Armour to the fore!: All tanks in an army containing Uten Tuskan get the extra armour upgrade for free. Additionally, any tank that has the option to take a dozer blade may take it for 1 point.

 

 

 

Jackal Swordhunter: consul type +50 points, HQ

 

(Cannot be equipped with terminator armour, artificer armour, jump pack or jetbike)

 

BS  WS  S  T  W  I  A  Ld  Sv

 6     4   4  4  2  4   1   9    4+

 

Wargear:

Scout armour (or is it recon?)

Suppression Rifle

Bolt pistol

Krak, frag and rad grenades

melta bombs

Cameleoline

Advanced Tracking augment

 

 

Special Rules

support officer

Infiltrate

LA (SJ)

Take out the leaders!

Swordhunter

 

Suppression Rifle:

Range: 96"   S: 6    Ap: 2  Type: Heavy 1, Pinning, Massive, Sniper

 

 

massive: gives the model the bulky special rule when embarking upon transports (therefore cannot embark upon rhinos)

 

Take out the leaders: The Swordhunter has the precision shot special rule. He may also re-roll one to wound roll of 1 against characters per game.

 

Swordhunter: If, at the end of the game, the Swordhunter is still alive and has killed at least one enemy independent character, then the controlling player get D3 victory points. If the Sword hunter dies, the enemy gets 1 victory point.

 

 

 

Bit of Background fluff:

 

++Taken from the writings of Veral Khalin++

 

The XI legion favours a direct frontal assault, utilising heavy armour to crack holes in the enemy's attack or defence before mechanised infantry squads flood into the breach. Land raiders are particularly common in their assaults, as are rhinos for their infantry and spartans for their elite units. 

 

Under the guidance of First Master Tuskan the XIth gained renown as a formidable fighting body that excels in pitched battles. This tactic had begun to see widespread use throughout the legions, further adding to the respect that the legion is given.

 

+==+

 

After the discovery of the Primarch, the legion became both withdrawn into its ranks and outwardly open to its close friends. Some legions were shunned almost completely, such as the Halcyon Wardens, while others, like the Berserkers of Uran, became close allies of the Jackals. Gone were the days were massed mehanised infantry were counted upon as the XVIIIth's signature style of battle, replaced by warfare of a different kind. Instead of delivering the beheading strike, they would kill an enemy through a thousand cuts, from a hundred directions. Accounts from those who survived against the Jackals speak of the so called laughing trees, warriors that moved through the woods in armour as brown as the ancient oaks they flitted between, as still as trees, as silent as trees, as deadly as any foe ever encountered by man.

 

+==+

 

The Primarch, the so called Whisper In The Trees, changed the direction of his legion drastically. Aside from eventually leading them into secession from the Emperor, he turned them from the "Ferrum Clostra" into something else, teaching them the way of terror, and shadows. He taught them that power came from the dark, to let the darkness around envelop them, be their cloak, and use it sow fear into the Imperiums enemies, and then eventually the ranks of the Astartes. Even in his Whisper plate, gleaming white, Jackel could move unseen in the shadows, followed closely by his Devils.

 

+==+

 

C&C welcome. Bumper up Tuskan's points to 210 because at 175 he was easily capable of taking on Abaddon, who is at the (215?) range.

Edited by Praefectus Invictus

On first impressions, your primarch looks like he's undercosted quite a bit for how deadly he is.

He, yeah... Might bump him up to 470? The way I saw it, alot of his buffs/rules are situational or one use. For instance, Bite can only be used if in base to base. It can take him a turn to be able to use it.

With a normal space marine, needing to survive one turn to get to use something is a balancing factor. With a primarch....not so much. Primarchs can pretty easily survive most things you can throw at them for one turn.

I'd suggest bumping his points cost up and either making him more squishy(like Angron level squishy) or peddle back Bite and his axe a bit.

Edited by Sigismund229

I'm wary of giving any Primarch a Strength D attack, even less one where you can get 4-5 Master Crafted attacks with it. If it was limited to just a single Unwieldy Strength D attack, that's not too bad, epecially considering the nature of him being Jaws. Forgive me, I've yet to read through your thread all the way other than a rough glance, but was your character especially noted as being a Primarch killer? Or for that matter, a Titan killer? I don't mean to be cruel either when I say that a strength D attack is powerful, but with RNG on his side, he can climb a Warhound Titan and bite out it's throat. Primarch's are powerful, but IMHO, not to the idea that a person to the scale of half again scale of a normal human (my bite is about 4cm between canines; a Primarch might have between 6-10; would that really cause such damage? Sorry if I'm overstepping my mark here. 

 

If I was to keep it simple, I'd give "Bite" as being a special rule, which is a 1/battle automatic Strength D hit at Initiative step 1. Considering the nature of his axe, that seems like the easiest way to go about things. 

 

It is also worth noting as well that Rites of War only apply to the generic Age of Darkness Force Organization chart. For the purposes of KIS (Keep it simple) in design terms, considering that the Rite of War can only be used with that FoC, why not just roll the FoC changes into the Rite of War? I am however kind of unsure of the balance of removing the need for 2 Troops. As for what "infiltrate on the second turn" means, that's not clear; if you mean infiltrating from Reserve, that's Outflanking.

 

As a heads up, I'm bashing a horrendous hangover at the minute, so my creativity is in the sink at the minute, but I am writing all this up (in a 40K/30K legalese manner) which is where I'm trying to get a polished look at the rules and hence I can understand the intention. I hope to release the PDF of these rules (which we can keep until we have a more concrete setting).

Just giving a quick glance over (it's been ages since I've brought out the point calculator), I do agree that Strength D isn't fitting. None of the FW Primarchs have any kind of D-weapons, not even Horus. Feel free to make it double strength though.

 

I really like the Feral militia rule. Adds character, fits the theme, and isn't overpowered as far as I can tell.

 

EDIT: For your devil unit, I'd recommend removing the Savage special rule, and give them rending. 

Edited by simison

Okay, my turn. As in my other Thread: Thx to Grifftofer for helping with the rules. We are curious how you would consider the points.

 

 

 

 

Legion: The Wardens of Light

Primarch: Gwalchavad, the Avatar of Light, The Blank

Home world: Caerbannog

Recruitment worlds: Caerbannog Sub System & Terra

Flagship: Peacebringer

Fighting Style: Heavy Weapons Artillery and Fast Close Combat

Special Traits: Pariah, no swords for pariahs. only Terran-born will use swords, so the pointcost for swords are 1,5 the normal price to show, that swords are very rare amongst the wardens.

Special Legion Equipement: Hidden Blades, Chain Tonfas, Double Saber.

Special Units: lùth de òganach, [falamh 's gun èifeachd] coimheadair, sraonadh doininn

 

Outdated rules for Gwalchavad

 

GWALCHAVAD ??? POINTS

THE BLANK, THE AVATAR OF LIGHT

 

 

WS BS S T W I A Ld Sv

Gwalchavad 7 5 6 6 6 5 6 10 2+

 

Unit Composition

  • 1 (Unique)
Unit Type
  • Jump Infantry (Character)
Wargear
  • Mask "mwgwd ddi-rym"
  • Tonfas/Ellbowblades "Grandfather" & "Peacekeeper"
  • Armour "trealamh gréine"
  • Hidden Blade
  • Jump Pack
  • Frag grenades
Special Rules
  • Primarch (Independent Character, Eternal Warrior, Fear, Adamantium Will, Fleet, Fearless, It Will Not Die, Master of the Legion)
  • Sire of the Wardens of Light
  • Wisdom of Ages
  • Very Bulky
  • Battle Meditation "The Eight Gates"
SPECIAL RULES

Sire of the Wardens of Light

  • All models with the Legion Astartes: Wardens of Light (LA:WoL) special rule gain +1 Ld (to a maximum of 10).
  • Any unit with the LA:WoL special rule gain +1 to their Combat resolution results as long as they are within line of sight of Gwalchavad.
Wisdom of Ages

Gwalchavad always allows his foes to strike first, in order to better judge their fighting ability and see their true intent. Gwalchavad gains +1 I per Round. This effect starts in Round 3. And cannot increase over I 8. So he has in round 1,2 I5->Round 3 : I6->Round 4: I7 and in Round 5,6: I 8.

 

 

Battle Meditation "The Eight Gates"

When Gwalchavad met an Enemy who could best him, he performs the Battle Meditation "Eight Gates". He focus entirly on the battle and releases the hidden powers which sleep deep within.

 

Gwalchavad gains WS + 1 if his Live points/ Wounds are reduced by half.

 

WARGEAR[/size]

The Mask "mwgwd ddi-rym": This archaic device is capable of focusing Gwalchavad's powers into a coruscating blast of energy which rips apart the target at the atomic level resulting in complete disintegration. It has the following profile:

 

Range Strength AP Rules

Mask 12" 1 2 Assault 1, Piercing Gaze, Life Drain, Aetheric Blast

 

Piercing Gaze: All shots with this weapon are precision shots.

Life Drain: When used against a Psyker this weapon gains the Instant Death special rule.

Aetheric Blast: This weapon has a to wound roll based upon the Mastery Level of the target hit. ML0: 4+ to wound, ML1: 3+ to wound and ML2+: 2+ to wound.

 

Finally Gwalchavad may unmask himself and let his nature run rampant. He may choose to unmask at the beginning of any of his turns at which point he may no longer make use of his mask as a ranged weapon, but gains the following benefits. These changes last until the end of the game:

  • All fear checks caused by him are at -1 Ld
  • He may re-roll any failed Deny the Witch rolls.
  • Any attacks he makes in close combat cause Instant Death on a 5+ and gain the Soul Blaze special rule.
Tonfas "Grandfather and Peacekeeper": Given to him by his brother primarch Daer'dd Niimkiikaa, Gwalchavad mastered the use of these in no time.These paired weapons are precisely balanced to enable Gwalchavad to unleash a barrage of strikes on his enemies, whilst protecting him from harm. Daer'dd built inside a H'rud entropic field which let Opponents who were hit age in mere seconds and reduce them to atomic dust. This Primarch has really some sense of strange humor. But it everytime Gwalchavad looks at the weapon, he has to smile.

 

Range Strength AP Rules

Tonfas - User 2 Melee, Rampage, Rending, Counter-attack, Two-handed, Blind, Murderous Strike

 

Armour: 2+/4++, Hit and Run

 

Jump Pack: Hammer of Wrath (D3), Turbo-boost (12")

 

Hidden Blade: A model equipped with a hidden blade may make an additional single attack per turn as well as any they would normally be eligible to make. This is done using the weapon profile shown below:

 

Range S AP Rules

Hidden Blade - User -1 - Melee, Unexpected Strike

 

Unexpected Strike: This attack comes from an unexpected angle leaving opponents little chance to defend themselves. When rolling to hit for attacks with this special rule the target counts as having -1WS (to a minimum of 1).

 

..................................................................................................................................................................................................................................................................

Special Units

 

[falamh 's gun èifeachd] COIMHEADAIR

 

 

[falamh 's gun èifeachd] COIMHEADAIR 70 POINTS

WS BS S T W I A LD Sv

COIMHEADAIR 4 4 4 4 1 4 2 8 3+

Techmarine 4 4 4 4 1 4 2 8 2+

Empyric Manipulator - - - 7 2 - - - 3+

 

Unit Composition

  • 2 COIMHEADAIR
Unit Type
  • COIMHEADAIR: Infantry (Character)
Wargear
  • Power armor (COIMHEADAIR only)
  • Artificer armor (Techmarine only)
  • Bolt Pistol
  • Chaintonfa, Lance or combat blade
  • Frag & Krak Grenades
  • Servo-arm (Techmarine only)
  • Bike (only if Empyric Manipulator wasn't purchased)
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Battle smith (Techmarine only)*
  • Psy-shield (Empyric Manipulator only)
  • Battle Meditation Hexagramic Wards (Warders only)
*A Techmarine may restore a single wound to the Empyric Manipulator with each use of it's Battlesmith ability.

 

Options

A COIMHEADAIR-Team may take:

- Up to 3 additional COIMHEADAIR.................................................... +30 points each

- 1 Empyric Manipulator with Techmarine............................... +60 points*

*Choosing an Empyric Manipulator changes the Warding Team's Unit Type to Artillery.

 

Psy-shield: If the Empyric Manipulator is not moved during the movement phase then until the beginning of it's next turn it produces a shield that covers everything within (3 x No. of COIMHEADAIR)". The Empyric Manipulator rolls Deny the Witch rolls for ALL units targeted within this radius (friend and foe) including blessings that effect units within the area. Each attempt to Deny the Witch gains a number of additional dice equal to the number of successes made on the harness roll. And all Deny the Witch rolls made by the Empyric Manipulator succeed on a 4+.

 

Battle Meditation "Hexagramic Wards": Each COIMHEADAIR adds one dice to the Warp Charge pool, but only in the enemy psychic phase.

 

Battle Meditation "Summon the Vortex": If the COIMHEADAIR-Team has not purchased an Empyric Manipulator then they must all be deployed within 6" of each other, but afterwards operate independently. Any turn in which all remaining members do not move during the movement phase summons a vortex that lasts until the beginning of their next turn. The vortex effects the entire battlefield and has the following effects:

  • If 1 COIMHEADAIR is alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s and/or two or more 5s.
  • If 2 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s and/or two or more 4s.
  • If 3 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s and/or two or more 3s.
  • If 4 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s and/or two or more 2s.
  • If 5 COIMHEADAIR are alive then the vortex causes Psykers to suffer Perils of the Warp on any manifestation roll that includes two or more 6s; and/or two or more 5s; and/or two or more 4s; and/or two or more 3s; and/or two or more 2s and/or two or more 1s.
................................................................................................................................................................................................................................................................

 

Lùth de òganach 170 POINTS

WS BS S T W I A LD Sv

Lùth 5 4 4 4 1 4 2 9 3+

 

Unit Composition

  • 5 Lùth
Unit Type
  • Jump Infantry
Wargear
  • Power armor
  • Hand Flamer
  • Hand Melter (Squad Leader)
  • Chain Tonfa
  • Jump Pack
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Psy-hunters
  • Favoured of Gwalchavad
  • Precision Strikes
Options

The Lùth de òganach may take

- Up to 5 additional Lùth.................................................... +30 points each

Any Lùth may exchange its Chain Tonfa for

- Eviscerator(?)......................................................................... +18 point (well...it is a sword...)

- dual chain sabre................................................?? point

The entire squad may take melta-bombs................................ +25 points

 

Favoured of Gwalchavad

A unit of Lùth de òganach may be chosen instead of a Command squad as a bodyguards for any Jump Pack equipped Praetor of the Wardens of Light Legion (Or the Primarch Gwalchavad himself). Lùth de òganach must always be modelled/painted to be visually distinct from standard Legion Assault squads/Command squads to avoid confusion.

 

Psy-hunters

Collectively the Lùth de òganach are able to have negative effects on enemy psykers. Theyt count as being equipped with Psyk-out grenades.

 

Chain tonfas

Range S AP Type

Chain tonfas - User 6 Melee, Two-handed, Parry

Chain Dual Sabre - User 4(?) Melee, Two handed, Duelist Edge

 

Battle Meditation: "Focus on the enemy"

A weapon with rule give its user a 5+ invulnerable save in close combat.

 

 

.................................................................................................................................................................................................................................................................

 

 

Sraonadh Doininn 165 POINTS

WS BS S T W I A LD Sv

Blaster 4 4 4 4 1 4 1 8 3+

Storm Leader 4 4 4 4 1 4 2 9 3+

 

Unit Composition

  • 4 Blasters
  • 1 Storm Leader
Unit Type
  • Blasters: Infantry
  • Storm Leader: Infantry (Character)
Wargear
  • Power armor
  • Heavy Bolter
  • Bolt Pistol
  • Frag & Krak Grenades
Special Rules
  • Legiones Astartes (Wardens of Light)
  • Storm of Fire
  • Trajectory Analysis Protocols
  • Preferred Enemy (Vehicles)
Options

The Sraonadh Doininn may take

- Up to 5 additional Blasters.................................................... +24 points each

All of the Space Marines in the squad (including the Storm Leader) may exchange their heavy bolters for one of the following other heavy weapon types. If chosen, then all the heavy bolters in the squad must be exchanged for the same weapon:

- Autocannon...................................................................... +5 points each

- Missile Launcher (with Frag & Krak missiles).......... +5 points each

- Plasma Cannon.............................................................. +15 points each

- Volkite Culverin................................................................ +10 points each

- Lascannon....................................................................... +15 points each

The Storm Leader may take the following:

- Augury scanner................................................................ +5 points

- Melta-bombs.................................................................... +5 points

- Upgrade to artificer armor.............................................. +10 points

 

Battle Meditation "A Storm of Fire"

A unit of Sraonadh Doininn may choose to initiate a Storm of Fire at the beginning of their shooting phase. If they do so they make a single attack, as a unit, with the profile of the weapons that they are carrying. However this attack has additional special rules depending on how many models are remaining in the squad:

1-3: No Storm of Fire shots may be made

4-7: Blast

8+: Large Blast

 

Trajectory Analysis Protocols

A unit of Sraonadh Doininn using their Storm of Fire ability may choose to use the Barrage special rule when resolving the shots.

 

________________________________________________________________________________________________________________________________

 

 

Rules for additional Characters are in the works (I know you all want to fight against scorpion, so ideas are welcome). Maybe you have some armywide special traits, which work for the wardens.

Edited by MikhalLeNoir

I'm wary of giving any Primarch a Strength D attack, even less one where you can get 4-5 Master Crafted attacks with it. If it was limited to just a single Unwieldy Strength D attack, that's not too bad, epecially considering the nature of him being Jaws. Forgive me, I've yet to read through your thread all the way other than a rough glance, but was your character especially noted as being a Primarch killer? Or for that matter, a Titan killer? I don't mean to be cruel either when I say that a strength D attack is powerful, but with RNG on his side, he can climb a Warhound Titan and bite out it's throat. Primarch's are powerful, but IMHO, not to the idea that a person to the scale of half again scale of a normal human (my bite is about 4cm between canines; a Primarch might have between 6-10; would that really cause such damage? Sorry if I'm overstepping my mark here. 

 

If I was to keep it simple, I'd give "Bite" as being a special rule, which is a 1/battle automatic Strength D hit at Initiative step 1. Considering the nature of his axe, that seems like the easiest way to go about things. 

 

It is also worth noting as well that Rites of War only apply to the generic Age of Darkness Force Organization chart. For the purposes of KIS (Keep it simple) in design terms, considering that the Rite of War can only be used with that FoC, why not just roll the FoC changes into the Rite of War? I am however kind of unsure of the balance of removing the need for 2 Troops. As for what "infiltrate on the second turn" means, that's not clear; if you mean infiltrating from Reserve, that's Outflanking.

 

As a heads up, I'm bashing a horrendous hangover at the minute, so my creativity is in the sink at the minute, but I am writing all this up (in a 40K/30K legalese manner) which is where I'm trying to get a polished look at the rules and hence I can understand the intention. I hope to release the PDF of these rules (which we can keep until we have a more concrete setting).

When I was doing the rules for bite I wanted it to be a single strength D attack per game, will edit that in.

 

With infiltrate on the second turn, I thought it was op if I could infiltrate potentially 4-5 squads of breachers on the first turn, then have them move up another 6" and rapid fire the :cuss out of whatever is closest. Maybe make it only up to 3 squads can infiltrate normally in the first turn, the rest infiltrate the second turn, following the normal rules for doing so.

 

I'll fix the rite of war up, and all these other things, later when I get home.

What does infiltrating on the second turn mean though? There are no mechanics for that? Infiltarte is a special rule forcing units to deploy after all other units have deployed with the ability to deploy outside of your deployment zone up to 12" away from enemy units, or if deployed in reserve, gain the outflank special rule.

 

If you want to force units to outflank, then "Infiltrators may only infiltrate on second turn" basically means that all of your infantry models must deploy in reserve and must outflank.

Damn you're right. I have just overread it. Wanted a cool battle mediation so it connects with the rest of the army and oversaw this detail. I kick it.

 

Alternative??? I could change the wisdom of ages rule and give the WS+1 to the meditation. How should I call it then? "Seeing in front of his fist" "seeing beyond his fist"

Edited by MikhalLeNoir

Right up to turn 8 and not much has changed except for Hectarion recovering a wound due to IWND.

If I might make a suggestion, don't upgrade Pionius' WS to 8. Keep it where it is. Currently the only thing stopping Pionius from simply smashibg through Hectarion is Hectarions higher WS. Pionius would either eed to have a major points increase or some of his tankiness taken away to balance him having WS8.

Oh ok :) all fine then.

Hectarions only 5 points cheaper.

 

Edit: I went up to turn 10 before I stopped. Pionius was begining to win through sheer tankiness as well as decent other stats but the fight wasn't realistically going anywhere fast.

Edited by Sigismund229

What does infiltrating on the second turn mean though? There are no mechanics for that? Infiltarte is a special rule forcing units to deploy after all other units have deployed with the ability to deploy outside of your deployment zone up to 12" away from enemy units, or if deployed in reserve, gain the outflank special rule.

 

If you want to force units to outflank, then "Infiltrators may only infiltrate on second turn" basically means that all of your infantry models must deploy in reserve and must outflank.

Ok, I'll keep it as it usually is. Thanks for the criticism Hesh, keeps it balanced.

Oh ok :smile.: all fine then.

Hectarions only 5 points cheaper.

 

Edit: I went up to turn 10 before I stopped. Pionius was begining to win through sheer tankiness as well as decent other stats but the fight wasn't realistically going anywhere fast.

:D

Gwalchavad just doesn't age, but he isn't unkillable. If he is vaporized, well, then he stays vaporized.

 

No Primarch in our newverse is a perpetual. one Minor Marine could be, but that doesn't count at the moment.

 

How many Points is Gwal and the rest of his bunch worth?

Edited by MikhalLeNoir
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