Doctor Perils Posted January 4, 2016 Share Posted January 4, 2016 Night Lords unit with Axe Rakes and Sickles, upgrade to Scythes, with the ability to make a Vector Strike, using the stats of a melee weapon they are equipped with? Oooh sweet , but that's probably a conversation for another thread... Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4268371 Share on other sites More sharing options...
Hesh Kadesh Posted January 4, 2016 Share Posted January 4, 2016 Oh yeah, give them Shields... Moving swiftly on... Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4268408 Share on other sites More sharing options...
Captain Idaho Posted January 5, 2016 Author Share Posted January 5, 2016 I'd still think they were special if they got the option for a power sickle and upgrade weapons of phosporex bombs. Sure throwing multiple in a turn is nuts, but that's what makes them special and otherwise rather ordinary. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269107 Share on other sites More sharing options...
Charlo Posted January 5, 2016 Share Posted January 5, 2016 I'd still think they were special if they got the option for a power sickle and upgrade weapons of phosporex bombs. Sure throwing multiple in a turn is nuts, but that's what makes them special and otherwise rather ordinary. Agreed. It makes sense considering the DG too. Sure you'd absolutely grind a unit down, but you pay a lot of points to do it, and just become normal breachers after. Something is forming in my mind... An idea of a Virus based Breaching charge, Fleshbane,S2 ap4, rending. Doesn't get Fleshbane against hardened armour to protect the own breachers (even if we do get Fleshbane defence rerolls...). Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269150 Share on other sites More sharing options...
Hesh Kadesh Posted January 5, 2016 Share Posted January 5, 2016 Possibly a thing for the Molech expansion with Grulgor. Possibly a before Flesh eater virus contagion and after version, allowing models with Breaching Charges to replace them with Phosphex Bombs for free. I know its not strictly the same effect or theme, but tgey have the same role. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269187 Share on other sites More sharing options...
Anvilarium Posted January 5, 2016 Share Posted January 5, 2016 Presenting Breacher Squad Stanak. Iron Hands Clan Company Burrakis Order Triarii 9th Century Breachers, 1st Phalanx. http://i109.photobucket.com/albums/n64/UrzaTRi/SQUAD_STANAK_zps7a6f7638.png http://i109.photobucket.com/albums/n64/UrzaTRi/stanak_1_zpsfitltts7.png http://i109.photobucket.com/albums/n64/UrzaTRi/stanak_2_zpspmzs5xxf.png Oh and the Bolter in the illustration doesn't match the description. The Anvil-Pattern Boltgun should look like this: http://i109.photobucket.com/albums/n64/UrzaTRi/ANVIL_BOLTER_02_zpsc10bf9c4.png Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269203 Share on other sites More sharing options...
Brother-Chaplain Kage Posted January 5, 2016 Share Posted January 5, 2016 That's easy enough to fix. http://i.imgur.com/kCVT9JP.png Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269311 Share on other sites More sharing options...
Captain Idaho Posted January 5, 2016 Author Share Posted January 5, 2016 I'd still think they were special if they got the option for a power sickle and upgrade weapons of phosporex bombs. Sure throwing multiple in a turn is nuts, but that's what makes them special and otherwise rather ordinary. Agreed. It makes sense considering the DG too. Sure you'd absolutely grind a unit down, but you pay a lot of points to do it, and just become normal breachers after. Something is forming in my mind... An idea of a Virus based Breaching charge, Fleshbane,S2 ap4, rending. Doesn't get Fleshbane against hardened armour to protect the own breachers (even if we do get Fleshbane defence rerolls...). Totally dude. Same wave length I feel ;) I'm not against combi-Phosphorex, just not sure I like it wholesale on a unit. I'd rather go for a Phosporex launcher as a special weapon etc. Less is more kinda thing. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269543 Share on other sites More sharing options...
Doctor Perils Posted January 6, 2016 Share Posted January 6, 2016 So, in that case, should there be a new special rule added to the unit? Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4269769 Share on other sites More sharing options...
Tychii Posted January 6, 2016 Share Posted January 6, 2016 Honestly at 200 points base and 25 per. They are pretty special. It's better to create units that are behind the curve first them being them up through small tweaks. You have a full squad for ap3 flamers at the moment. They Will ruin anything in power armour as 5man squad in rhino. They seem pretty strong to me already. My suggestion would be to test them out and see what your group says. They might agree they need a boost, or they might think the current version is even too much. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270104 Share on other sites More sharing options...
Forward Assist Posted January 6, 2016 Share Posted January 6, 2016 Oh and the Bolter in the illustration doesn't match the description. The Anvil-Pattern Boltgun should look like this: http://i109.photobucket.com/albums/n64/UrzaTRi/ANVIL_BOLTER_02_zpsc10bf9c4.png Like the use of the Anvil sights and drum mags. A nice touch. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270191 Share on other sites More sharing options...
Doctor Perils Posted January 6, 2016 Share Posted January 6, 2016 Honestly at 200 points base and 25 per. They are pretty special. It's better to create units that are behind the curve first them being them up through small tweaks. You have a full squad for ap3 flamers at the moment. They Will ruin anything in power armour as 5man squad in rhino. They seem pretty strong to me already. My suggestion would be to test them out and see what your group says. They might agree they need a boost, or they might think the current version is even too much. I wasn't thinking specifically of a boost, just something to make them play differently to breachers when they haven't got the flamers... Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270199 Share on other sites More sharing options...
Aeternus Posted January 6, 2016 Share Posted January 6, 2016 Maybe a lock shields type rule? +1 to invuln and armour, but unable to move, charge, or run for the rest of the turn? It could also have an effect on enemy charges, better overwatch or forcing a disordered charge? Edit (bonus to saves could be on the arc their shields are facing, and of course you have to have the shields in a line. No making a circle of defence...or maybe...?) Edit2 just brainstormin here. That sort of rule might be more kinda IW/IF feeling. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270226 Share on other sites More sharing options...
Doctor Perils Posted January 6, 2016 Share Posted January 6, 2016 Maybe a lock shields type rule? +1 to invuln and armour, but unable to move, charge, or run for the rest of the turn? It could also have an effect on enemy charges, better overwatch or forcing a disordered charge? Edit (bonus to saves could be on the arc their shields are facing, and of course you have to have the shields in a line. No making a circle of defence...or maybe...?) Edit2 just brainstormin here. That sort of rule might be more kinda IW/IF feeling. They seem like good ideas... Well actually I like them a lot :) These ideas could be used for several kinds of Breacher specialists, if the first ideas aren't used for the Cremators. I've also been thinking about something that could improve cover saves for friendly models behind the shield line. The shield line could possibly be worded in a manner similar to the Deathwing Knights: each [insert special Breacher here] in contact with two others gains a certain bonus, something like that ? Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270352 Share on other sites More sharing options...
Slips Posted January 7, 2016 Share Posted January 7, 2016 I get the feeling that this might be an attempt to 1up IF Stone Gauntlet / Phalanx Warders since they have similar rules ideas :p Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270378 Share on other sites More sharing options...
Aeternus Posted January 7, 2016 Share Posted January 7, 2016 Haven't seen their rules before, but having seen them now, yeah it might be a bit too close :/ Back to the Cremators, maybe a resistance of some kind or a grenade type? Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270569 Share on other sites More sharing options...
Doctor Perils Posted January 7, 2016 Share Posted January 7, 2016 Haven't seen their rules before, but having seen them now, yeah it might be a bit too close :/ Back to the Cremators, maybe a resistance of some kind or a grenade type? What about a certain resistance to poisoned attacks ? Fluffy and can give them a bit more survivability in some cases, but not exactly game breaking... Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270583 Share on other sites More sharing options...
Aeternus Posted January 7, 2016 Share Posted January 7, 2016 Fits, I'd say. What sort of thing should it be? Poison always wounds on 5/6? I think total immunity is a bit too far, as is also making them resistant to fleshbane. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270589 Share on other sites More sharing options...
Doctor Perils Posted January 7, 2016 Share Posted January 7, 2016 I've given the viral charge and the resistant to poisons some tentative rules, don't know what you think of them. I've also given them a bolter, and the combi-phosphor becomes a special weapon option, whereas the power sickle becomes a universal option for them, since a lot of people quite liked that idea. Updates due to: Vets gain 2 attacks, and strike at full initiative, with potentially furious charge and 2 CCW's on their POwer Weapons for 10ptsI think that 1 I3 S4 AP3 isn"t worth 15pts; after all, Ultramarines get their Swords for +5PTS (although slightly mitigated by losing access to Special weapons as the entire squad has to swap weapons). +7-10ppm I think is fair, and probably still too expensive but on the 'safe' side. If the phosper lance is becoming a special weapon/one per five, maybe consider changing it to a full weapon rather than a combi? Liking the Viral charge very much though, especially the idea of it Death Guard Cremators (3.2)........................................................... 130 Points A specialised section of the Death Guard's Destroyer Corps, the Cremators' original purpose was to help in the cleansing of Xenos Spaceships, bringing the horror of Phosphex to bear against these enemies of humanity in places usually too deadly for even Marines, with the exception of Breachers and Terminators. However, in the dark days of the Horus Heresy, they have found a new purpose, as their Phosphor Lances prove remarkably effective against Power Armour. WS BS S T W I A Ld Sv Cremator....... 4 4 4 4 1 4 1 8 3+ Ash Warden... 4 4 4 4 1 4 2 9 3+ Unit Composition 4 Death Guard Cremators 1 Death Guard Ash Warden Unit Type Infantry Infantry Character (Ash Warden) Wargear Power Armour Boarding Shield Bolter Bolt Pistol Frag and Krak grenades Special Rules Legiones Astartes (Death Guard) Hardened Armour Resistance to Poisons Dedicated Transport The Squad may take a Land Raider Phobos as Dedicated TransportOptions The Death Guard Cremator squad may takeUp to 5 Additional Cremators...................... 12 pts Any Cremator in the squad may takePower Sickle…………………………………………… 7 pts For every five models in the squad, one Cremator may exchange their Bolter for one of the following:Volkite Charger........................................... 5 pts Flamer........................................................ 10 pts Phosphor Lance.......................................... 20 pts One Cremator may take a Nuncio-Vox................. 10 pts One Cremator may take a Legion Vexilla............. 15 pts The Ash Warden may exchange their Bolter for one of the following:Power Sickle............................................... 10 pts Power Weapon........................................... 15 pts Combi-Phosphor…………………………….. 15 pts Power Fist.................................................. 20 pts Single Lightning Claw................................. 20 pts Plasma Pistol.............................................. 20 pts Thunder Hammer....................................... 25 pts The Ash Warden may:Upgrade to artificer armour........................ 10 ptsNote: this means he will also be subject to the Hardened Armour special rule Take a single Viral Charge………………………… 10 pts Hardened armour: see crusade army list page 32 in the legion breacher siege squad entry Resistance to Poisons True scions of the Death Guard, Cremators have spent years manipulating dangerous substances. This time has built up their resistance to all but the most virulent of toxins. Models with Resistance to Poisons reduce the effects of the Poisoned special rule by 2 (to a minimum of 6+). The rest of the attack is treated normally. Example: A Death Guard Cremator is hit by Phosphex Bomb which has the Special Rule Poisoned (3+). With Resistance to Poisons, the Cremator is only wounded on a roll of 5+. Note: this rule does not apply to the fleshbane special rule. Phosphor-Lance and Combi-Phosphor Many Death Guard Cremators use a special flame weapon, the phospor lance, designed for exterminating hordes of xenos, while remaining protected behind their breacher shields. Phosphor lances project a stream of diluted phosphex, a compound still far more powerful then the promethium found in conventional flamers. However, with this increased potency comes greater risks as the phosphorus substance is extremely volatile: should the firing mechanism jam, the resulting projections of fluid would eat through a marines' armour in a flash. As a result, Phosphor lances are rarely - if ever - seen as main weapons. Weapon range Str AP Type Bolter 24" 4 5 Rapid Fire Combi-Phosphor Template 4 3 Assault 1, One use, Shred, Gets Hot, Volatile* Phosphor Lance Template 4 3 Assault 1, Shred, Gets Hot, Volatile* *Volatile: Armour saves may not be claimed against Wounds caused by the Gets Hot special rule. Power Sickle The Power Sickle was added to the Death Guards' panoply of war after Istvaan III, as they had discovered during the massacre of their loyalist elements that enemy breachers or otherwise shield equipped marines could be far harder to eliminate then previously imagined. Though by some aspects the sickle resembles the larger power scythes of the Deathshroud, its function is completely different: the hook blade is designed to easily pry shields or other guarding weapons from an enemy, opening possible lines of attack for the wielder. When used at the drop site massacre, they showed a great deal of worth, especially against Salamanders bearing prototype Storm Shields. Weapon range Str AP Type Power Sickle - Us 3 Melee, Rending, Short*, Shield Mocker** *Short: The wielder loses -1 to their Initiative value. **Shield Mocker: Enemy models may not claim any saves of any kind that are derived from carried shields, including combat shields, boarding shields, etc. Viral Charge Viral Charges are meant to be placed against a vehicle's hull or a building's wall: they then latch on and drill a set of holes into the material thanks to diamantine drill tips, before pouring a virus charged gas into the opening. Death Guard Ash Wardens have long since learnt how to use them effectively in close combat as well, to devastating effect. Use the Breacher Charge rules, with the following profile: Weapon range Str AP Type Viral Charge Special 2 4 Melee, One Use, Blast (3"), Rending, Poisoned (3+), Siege Assault Siege Assault: when used against a transport or a building, each occupant receives a hit with the profile stated above. In addition, vehicles suffer the effects of Crew Shaken, but do not lose a hull point (the vehicle can still claim possible invulnerable saves against this effect). Note: In games of Zones Mortalis, if the wielder is in base contact with a closed bulkhead door at the beginning of the assault phase, he can fix the Viral Charge on the door: in this case, place the blast (3") marker in base contact to the door on the other side of it, at the level of the wielder. The marker cannot cover any friendly models. Any model under the marker suffers a hit with the profile mentionned above. In this case, vehicles and buildings are not affected. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4270594 Share on other sites More sharing options...
Anvilarium Posted January 11, 2016 Share Posted January 11, 2016 That's easy enough to fix. http://i.imgur.com/kCVT9JP.png Thanks! I do have a corrected version myself somewhere, but it is in the Microsoft Publisher file I have been using as a Primer document for my Clan Burrakis army and I didn't have a screenshot of it to hand Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273350 Share on other sites More sharing options...
Hesh Kadesh Posted January 11, 2016 Share Posted January 11, 2016 Vets gain 2 attacks, and strike at full initiative, with potentially furious charge and 2 CCW's on their POwer Weapons for 10pts I think that 1 I3 S4 AP3 isn"t worth 15pts; after all, Ultramarines get their Swords for +5PTS (although slightly mitigated by losing access to Special weapons as the entire squad has to swap weapons). +7-10ppm I think is fair, and probably still too expensive but on the 'safe' side. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273390 Share on other sites More sharing options...
Doctor Perils Posted January 11, 2016 Share Posted January 11, 2016 Changed. What about the viral charge? Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273487 Share on other sites More sharing options...
Spinsanity Posted January 11, 2016 Share Posted January 11, 2016 Considering UM breachers can take Powerweapons now, I hope (expect?) WorldEater breachers will at least be allowed to upgrade theirs with Chainaxes when the updated LACAL comes out... Now THAT is a unit I'd like to field Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273509 Share on other sites More sharing options...
Aeternus Posted January 11, 2016 Share Posted January 11, 2016 If the phosper lance is becoming a special weapon/one per five, maybe consider changing it to a full weapon rather than a combi? Liking the Viral charge very much though, especially the idea of it :D Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273532 Share on other sites More sharing options...
Doctor Perils Posted January 11, 2016 Share Posted January 11, 2016 I've given full phosphor lances as special weapon choices, and the combi-phosphor to the ash warden... I'm starting to feel like there might be too many unique weapon options though, should we cut down do you think ? EDIT: Brother Chaplain Kage had been thinking about a thread split, and this might well be a good idea to avoid taking up too much space for the greater Team Breacher. Link to comment https://bolterandchainsword.com/topic/317087-team-breacher/page/11/#findComment-4273593 Share on other sites More sharing options...
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