General Strike Posted December 18, 2018 Share Posted December 18, 2018 I am currently working on some custom legion rules for my 2nd legion. I'm really early in fleshing them out, but I want them to be themed around warp walkers, they travel through warp and teleportation. Would it be crazy over powered to give CSM access to something similiar to cult ambush? What restrictions should I use? Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/ Share on other sites More sharing options...
Slan Drakkos Posted December 19, 2018 Share Posted December 19, 2018 Interesting idea. Cult Ambush is far to unrealiable IMO. I'd suggest looking into something similar to the rules for Warp spiders but toned down a bit. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5218879 Share on other sites More sharing options...
General Strike Posted December 19, 2018 Author Share Posted December 19, 2018 Maybe something like: Legion Rule: Models with this special rule can declare a Abysswalk once per turn, until the controlling players next movement phase, the unit ignores wounds on a 6+, and when they charge or advance they roll 2d6. During the turn this ability is activated, this unit must roll 2d6, on a 2 a model takes a mortal wound. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5218915 Share on other sites More sharing options...
Closet Skeleton Posted December 19, 2018 Share Posted December 19, 2018 Sounds like teleportation should be a stratagem but I'd take a look at the Necron dynasty that teleports when it advances for something more in line with 8th ed's 'balance'. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5219039 Share on other sites More sharing options...
General Strike Posted December 19, 2018 Author Share Posted December 19, 2018 Yeah, seems like making the advance or charge extra and a cover bonus a stratagem would work well, and legion tactics keep ending us as variations of the Renegade ones. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5219174 Share on other sites More sharing options...
Yossarion Posted December 20, 2018 Share Posted December 20, 2018 Someone said it earlier in the thread but the necron dynasty auto advance would work well. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5219547 Share on other sites More sharing options...
Brother Tyler Posted December 20, 2018 Share Posted December 20, 2018 What's the mechanism for the teleportation? Within the Imperium, teleportation is a risky prospect and generally requires some mechanism. The Grey Knights are an example of both how it might be done, but also the risks (the Grey Knights are only able to do this because their minds are inured to the horrors of the Warp - the medium through which teleportation takes place).Would you allow the whole Legion to have this ability? Or would you limit it to a special unit?The general practice with the Age of Darkness has been for Legion Tactics to focus on excellence and specialization, not necessarily esoteric abilities. Most of the Legions have a special bit or three of experimental or advanced technology that enhances their specialization or character, but few (if any) have truly special technology that others can't utilize. Those that do have things are generally secret or unique experiments (re: the Thousand Sons and their special robots).In essence, how are you making this concept work within the lore? (If you're not concerned with that, feel free to ignore me. ) Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5219799 Share on other sites More sharing options...
slitth Posted December 20, 2018 Share Posted December 20, 2018 If it just for fun, why not have them all have teleportation, but each round you have to roll a dice for each unit.On a roll of 1 the go back to the warp and have to teleport in again to be used. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5220083 Share on other sites More sharing options...
General Strike Posted December 20, 2018 Author Share Posted December 20, 2018 I like that, slitth. The idea is they are corrupted and filled with the warp so much that they blink in and out of it. They carry warp soaked blades and bolters, and have a huge number of possessed. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5220169 Share on other sites More sharing options...
Xenith Posted December 28, 2018 Share Posted December 28, 2018 Warp walk: 2CP. Remove a [LEGION] unit from the battlefield and set it up again entirely within 18" of its starting location and more than 9" from an enemy unit. Link to comment https://bolterandchainsword.com/topic/352473-working-on-custom-legion-rules-seek-advice/#findComment-5224200 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.