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wishlisting about new rules.


Medjugorje

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Hi Brothers,

 

what rules do you want from our new Supplement? (not what you expect).

What rules and why, what is your intention for this kind of rules?

 

 

I want to have a Stratagem/Relic that give us an autopass for a lithany.

I want the 4+ deny the witch

I want the "suffer not the unclean to live" for all units (or I want it for Terminators and Vanguard too)

I want the same Stratagem what Imperial Fists have (+1 Save and Attack for a unit nearby a objektiv)

I want to have ways to improve input - especially before I come into close combat.

I want a Stratagem which allows us to choose a character (if he is a psyker) although he has <10 wounds.

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There are a lot of potential cool rules we could get but personally I have two things that I would like to see

 

-Primaris Crusader Squads, a mixed unit of Intercessors and Phobos or Scout marines with some cool rule like a free movement before the game begins or something

-For the Vigilus strats to be available to more units, I do like Company Veterans and our Smash Marshals but a 2CP rerolls to wound is just amazing and it could buff a lot of other units and making a lot of plans more viable, open it up for Elite units or something but more than just Captains and Company Veterans. I dream of making a Terminator bomb and giving it rerolls to wound!

 

I would also love to see the Emperor's Champion be more than just a beat stick, I think a cool way to give him something unique would be to add an ability to choose a warlord trait without being your warlord similar to the strats the supplements have been getting.

I definitely want Suffer Not the Unclean. Even if it's just for Company Vets I'll take it but if they open it up to Vanguard Vets and Terminators I'll be thrilled. In addition I want some way to either prevent a Land Raider from being locked in combat, allowing it to shoot at a target in combat with it, or give it some melee bite. I think for the Land Raider if it could shoot at enemies in combat with it I might actually get a chance to proc the assault launcher.

It's an exercise in futility then.

My wishes are based on things that realistically we can get, or happen.

 

I do not see Primaris squad organizarion changing especially since we are at the moment being treated as a generic codex chapter primaris wise.

We are a Crusader Squad away from assimilation.

I'd like the Sword Brethren keyword on Vanguard/Sternguard/Company Vets and Terminators without having to pay 1CP for the Specialist Detachment, and the same Stratagems that are in Vigilus Defiant (and a few more).

 

Something around the Land Raider Crusader, make it cheaper or better.

 

Option to get to Assault Doctrine earlier in the game.

 

Maybe HQ options: Reclusiarch, Castellan and Marshal. These would be very similar to Chaplain, Lieutenant and Captain, but with a twist unique for us.

Those could be litanies and anti-psyker abilities. 

 

Unique Detachment that require a Crusader Squad with equal mix of Initiates and Neophytes or maybe at least 15-20 models in the unit.

Although its very fluffy - I hope there are not too much of this sort of relics. Weapons most times are too mehhhh.

With Teeth of Terra we already have the best weapon of choice. Gamewise we need a better Thunderhammer or a Fist - but thats not Templar like.

I'll divide my thoughts up into catagories so that they're a little easier to parce.

 

 

Sword Brethren:

 

Sword Brother tag given to all vets and terminators.

1 CP strat for any character or Sword Brethren unit to gain +1 A and reroll all wounds in the fight phase.

1 CP strat for any Sword Bretheren or character unit to gain a 5+ FNP for 1 phase, or +1 to their FNP if they already have one.

2 CP for a Sword Bretheren unit to gain +1 A in the fight phase for each model it lost that turn.

1 CP for any Sword Brethren unit to deny a psychic power on a 4+.

 

 

Champions:

 

Give EC, other champions the Champion keyword. 

1 CP strat to make one non champion character a champion, gain 1A and heroicly intervenes 6, but must intervene if possible.

1 CP to give 1 champion character a warlord trait.

1 CP when a champion slays an enemy character, gain 1d3 CP, 3 CP if it was the warlord.

2 CP when a champion slays a character, all friendly units within 6 inches gain +1 A and +1 L until the champion dies.

 

 

Characters:

 

Buff the hell out of EC, making him a flat better version of the UM Chapter Champion. (Warlord trait gives all friendly units within 12 fearless)

Buff Helbrecht's sword with  +2 str, change extra attacks to a flat +3 attacks when charging, charged, or intervening. Give him the updated chapter master aura. (Warlord trait lets all friendly units within 12 heroicly intervene as if they were characters, and can do so up to 6)

Buff grimaldus with +2 A and a relic Crozius, a plasma pistol that causes 1 mortal on 1s, and 2 Litanies a turn. Let him keep his 6+ explode rule, but change it to unmodified 6s. Give him the servators as ablitave wounds that make extra attacks and buff his litany rolls as long as 1 remains on the field. (Warlord trait lets him come back with 1d3 wounds on a 2+)

 

 

General:

 

1 CP strat for any BT unit to deny a psychic power on a 4+.

2 CP strat to allow a unit to charge out of a transport after it has moved.

1 CP strat to allow 1 unit to act as if it's the assault phase.

2 CP strat to deny a unit the ability to withdraw from melee

1 CP strat to allow 1 unit to charge after falling back or advancing.

1 CP strat to give all units -1 to hit them in melee.

 

 

 

Probably other things i've discussed with people in the passed but have since forgotten.

I'd like a way to disembark from a Land Raider after moving and still charging. Also something to turn Hurricane Bolters/Flamestorm Cannons to Pistols for the sake of melee.

aside from all the other good ideas people have I really like your idea, maybe not pistols but a specials rule for tanks that let's them do that

I’d like to see righteous zeal again.

but in which form? Charge after enemy shoot at you Stratagem... That would be the best scenario. I dont believe this.

Ironically GW never give us that because of balancing - in terms of close combat they keep balancing - but dont realise how strong shooting is in this edition.

I want something along to the old rules where when a neophyte died, Templar squads got angry. Maybe they move closer when shot at.

 

Primaris crusader squads probably won't happen even though the 2019 sm codex shows an intercessor and says crusader squad, though classic marine scouts would look funny next to primaris.

 

Even crusaders at 12ppm would be nice since they stayed at 13 when tacticals went down to 12.

 

 

Atm white scars are better Templars being able to advance, charge, etc

I believe RZ used to allow a unit to move again towards the enemy if they pass a morale check

As far as i remeber it used to work in opposite way: RUN to the closest enemy if fail Ld-test after any casualties suffered in enemy shooting phase, if the test was passed the unit was not allowed to do the move.

 

I believe RZ used to allow a unit to move again towards the enemy if they pass a morale check

As far as i remeber it used to work in opposite way: RUN to the closest enemy if fail Ld-test after any casualties suffered in enemy shooting phase, if the test was passed the unit was not allowed to do the move.

 

in 3rd edition if you failed, in 4th edition if you pass it. Chaplains used to had fearless and an additional rule - that you can ignore moving to the next enemy.

 

 

 

There was a schedule on Warhammer TV for an event from 5th November to 10th November. On friday  6:15 pm there is a game Black Templars vs T´au. Maybe we getting a few news there.

 

Maybe they use the new rules. I am not on switch - maybe there is anyone in this thread who watch this. 

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