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![[Post New]](/s/i/i.gif) 2011/08/05 15:10:51
Subject: Blood Champion, "Wizard" of Khorne
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Veteran ORC
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The Blood God favors those who spill blood in his name, but some individuals he favors more than others. He actively bestows these individuals with favors after their blood letting, and such sights drive those around the Blood Champions to greater acts of bloodshed.
Profile:
M: 4 WS: 7 BS: - S: 5 T: 4 W: 2 I: 6 A: 2 LD: 7
Chaos Armour, Hand Weapon.
Options: May be granted a Great Weapon for 8 pts, or an additional Hand Weapon for 4 pts.
May be given any Magic Items up to a total of 50 pts. May take Gifts of Chaos up to a total of 25 pts.
Special Rules:
The Will of Chaos
Eye of the Gods
Magic Resistance (2)
Gaze of Khornes Favor
Frenzy
Gaze of Khornes Favor: The Blood Champion has access to a "Spell" list that can only be cast in the Close Combat phase of the game. To use Khornes Favor, you must declare which "spell" you are using at the beginning of Close Combat, before all blows are struck. That spell is then cast using the number of models killed by the Blood Champion as it's Bound Power Level. I.E. Killing three guys gives your spell a Power Level of 3. Failing to kill any models displeases Khorne, and the Blood Champion takes a wound, with no armor saves allowed. These "spells" take effect before Combat Resolution is determined, but after all Blows have been struck. Note: Only the kills of the Blood Champion determine power levels.
-Blood Rain: A giant cloud of black thunder and bronze hue hovers over the Blood Champion (and his unit), raining blood upon them and driving them to new heights of slaughter. The unit gains Frenzy, even if Immune to Psychology, and regains Frenzy if it previously lost it. Note that this effect doesn't happen until Combat Resolution, and as such does not grant his unit extra attacks for this round of Combat.
-Deafening Roar: The champion, pleased with his work, shouts at a deafening level, causing all orders and shouts of encouragement to be lost on the wind. For this round of Combat, the losing side has to take any leadership tests, Break Tests, or Fear Tests using their own Leadership, or that of any Hero who has joined their unit, not the generals.
-Bloodied Earth: The ground running red with the blood of his foes, the Champion pushes forward, over-running the opponent as he flees! The opposing unit rolls 3d6 for the distance it flees, discarding the highest.
-Magic Barrier: Khorne Greatly displeases magic, and will not suffer it's interferance in a contest of martial skills! All units in this Combat gain Magic Resistance (2), and this applies to all magic, even friendly! Lasts until the beginning of your next turn.
Not sure how many points he should cost, but I posted the general idea in that thread in General Discussion, figured I would post him up here. What do you guys think?
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I've never feared Death or Dying. I've only feared never Trying. |
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![[Post New]](/s/i/i.gif) 2011/08/05 17:34:57
Subject: Blood Champion, "Wizard" of Khorne
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Killer Klaivex
Oceanside, CA
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Since is cast in the close combat phase, the level it goes off on does not matter; you're opponent won't have power dice handy.
The basic idea is neat; (Gifts given for kills made in combat), but trying to tie it into close combat phase is a bit of a fail.
My suggestion is, give the model 1 blood token for each wound inflicted. In any friendly magic phase, blood tokens may be changed for power dice.
Make all the Gazes of Khorne bound spells.
Casting a Gaze of Khorne requires at least 1 blood power die.
Blood Champions will not join an army that includes other wizards.
Blood Champions are not wizards, and cannot channel.
This would let you use power dice in a wizard free army to generate some khorne based bonuses, without the massive play in-balance that bonus power dice would cause with a chaos wizard-lord.
-Matt
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![[Post New]](/s/i/i.gif) 2011/08/19 06:01:52
Subject: Blood Champion, "Wizard" of Khorne
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Gore-Soaked Lunatic Witchhunter
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I'd still require him to use his bound spells in the Magic phase, allowing him to cast without giving the enemy a chance to dispel seems a little bit much.
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![[Post New]](/s/i/i.gif) 2011/08/19 10:29:12
Subject: Blood Champion, "Wizard" of Khorne
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Longtime Dakkanaut
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Well, the obvious: khorne don't do magic. Everything in his lore is weapons or gifts or some "buff."
"Wizard of Khorne" is like saying "Non-Decaying Nurgle", "Ugly Slaanesh Broad With Only Two Boobs," or "Dumbass of Tzeentch." It's an insult.
Magic Barrier: Khorne Greatly displeases magic, and will not suffer it's interferance in a contest of martial skills!
YEAH! I mean, except when this guy uses his magic in martial skills. Then it's okay.
But he's a Hero level unit with Lord abilities. Yelling away Inspiring Pressence is massive. I think one Beastman guy does it and it's 6". You can say, oh, but we're hurt too if we lose, but you know that WoC has good LD and other armies don't always.
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![[Post New]](/s/i/i.gif) 2011/08/19 16:37:04
Subject: Blood Champion, "Wizard" of Khorne
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Lord of the Fleet
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DukeRustfield wrote:Well, the obvious: khorne don't do magic. Everything in his lore is weapons or gifts or some "buff."
"Wizard of Khorne" is like saying "Non-Decaying Nurgle", "Ugly Slaanesh Broad With Only Two Boobs," or "Dumbass of Tzeentch." It's an insult.
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I think its just a "name used to convey an idea"
If he just said Blood Champion, how are we suppose to know that he has anti magic abilities?
Also, Tzeentch can make you really stupid
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![[Post New]](/s/i/i.gif) 2011/08/31 03:19:12
Subject: Blood Champion, "Wizard" of Khorne
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Stubborn Eternal Guard
Houston, Tx
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Why don't you just make him a buffed up version of a warrior priest?
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![[Post New]](/s/i/i.gif) 2011/09/11 07:30:54
Subject: Blood Champion, "Wizard" of Khorne
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Ancient Space Wolves Venerable Dreadnought
Victoria B.C.
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Tz can make you a drooling fool.
Still dosnt seem right and come on you can make any characters ld useless cast pandaemonium its a tz spell goes of on 8 ish if i am not wrong good times.
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Overview of the WoC army book.
http://www.dakkadakka.com/dakkaforum/posts/list/0/388667.page#3171854
Ralin Givens is the chaos to my warriors. Ra Ra Ra go team awesome I mean chaos
Tzack Vahr Zhen's unholy followers.
all hail Howie Mandel deal or no deal it dosnt matter tzeentch wins
Khorne flakes part of a good breakfast when you plan to kill maim and burn all!!!
Do you have enough Priests do you?
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![[Post New]](/s/i/i.gif) 2011/09/11 12:07:30
Subject: Re:Blood Champion, "Wizard" of Khorne
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Scouting Shadow Warrior
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Murray145 said:
Why don't you just make him a buffed up version of a warrior priest?
I agree with this; he should be an equivalent to a Warrior Priest. I also agree with HawaiiMatt on the idea of Blood Tokens. So maybe he should be like the following:
Blood Priest M 4 WS 6 BS 3 S 5 T 4 W 2 I 6 A 3 Ld 8
Wargear: Chaos Armour, Hand Weapon
Options:
-Great Weapon . . . . . . . . 8pts
-Additional Hand Weapon . 4pts
-May take up to 50 points of Magic Items, and up to 25 points of Gifts of Chaos.
Special Rules:
The Will of Chaos, Eye of the Gods, Magic Resistance (2), Bloodfury, Gaze of Khornes Favor
Bloodfury:
The Blood Priest is subject to Frenzy. In addition, he may add a number of Blood Tokens equal to the number of wounds inflicted to his Blood Token pile until the end of the next combat phase. The Blood Priest begins the game with D3 Blood Tokens.
Gaze of Khornes Favor:
The Blood Priest may embody his rage and fury into raw energy of Khorne, embattling his comrades to even greater heights of slaughter. The Blood Priest may spend the allotted Blood Tokens required to activate each ability. Note that each ability only lasts for one turn.
~ Bloodlust
1 Blood Token - the Blood Priest and his unit gain the Hatred special rule
~ Infinite Rage
1 Blood Token - the Blood Priest and every model in his unit gain the Frenzy special rule.
2 Blood Tokens - the Blood Priest and every model in his unit gain both the Frenzy and Killing Blow special rules.
~ Dread Embodied
1 Blood Token - the Blood Priest and his unit causes Fear.
2 Blood Tokens - the Blood Priest and his unit causes Terror.
~ Khorne's Bloodrage
5 Blood Tokens - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to Armour Piercing. In addition, the units becomes Unbreakable.
Well that's about it, let me know what you think
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![[Post New]](/s/i/i.gif) 2011/09/17 08:00:31
Subject: Re:Blood Champion, "Wizard" of Khorne
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Spawn of Chaos
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Guardian_Phoenix wrote:Gaze of Khornes Favor:
The Blood Priest may embody his rage and fury into raw energy of Khorne, embattling his comrades to even greater heights of slaughter. The Blood Priest may spend the allotted Blood Tokens required to activate each ability. Note that each ability only lasts for one turn.
~ Bloodlust
1 Blood Token - the Blood Priest and his unit gain the Hatred special rule
This should be worth more, a normal unit of chaos warriors would have a 89% chance to hit in the first round of combat combined with a high base strength and a great amount of attacks per-model, that makes it a BIG buff. So price that a little higher if your going to keep it.
~ Infinite Rage
1 Blood Token - the Blood Priest and every model in his unit gain the Frenzy special rule.
2 Blood Tokens - the Blood Priest and every model in his unit gain both the Frenzy and Killing Blow special rules.
like the frenzy but the killing blow is a little much. Once again should cost more.
~ Dread Embodied
1 Blood Token - the Blood Priest and his unit causes Fear.
2 Blood Tokens - the Blood Priest and his unit causes Terror.
Actualy liked this one i think terror is a little inexspensive but fear seems to be priced well IMO (I reserve the right to be horribly wrong )
~ Khorne's Bloodrage
5 Blood Tokens - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to Armour Piercing. In addition, the units becomes Unbreakable.
confused about the wording, is it saying D3 additional attacks per model in the unit, or the unit as a whole? I will assume you meant it on a per model bases in which case i would say just make it only 1 extra attack, then change the unbreakable to stubborn.
As for the mechanics make it so they either take multiple rounds of combat to be able to use, or allow you opponent a chance to negate their effects somehow.
Edit: This text is hard to read but to lazy to change it >.> <.<
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This message was edited 2 times. Last update was at 2011/09/17 08:03:08
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![[Post New]](/s/i/i.gif) 2011/09/17 09:20:18
Subject: Blood Champion, "Wizard" of Khorne
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Frenzied Berserker Terminator
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This idea is pretty f-ing awesome.
I think that all the amounts of token costs should be double( meaning all the 1 token ones cost 2 tokens etc), or you could make it that you pick one of the areas ( Khorne's bloodrage, dread embodied) per turn.
OR
You could make it that either he starts off with no tokens, or make it that he has 2 attacks base.
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/09/17 10:52:48
Subject: Re:Blood Champion, "Wizard" of Khorne
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Scouting Shadow Warrior
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Me ~ white~ Beastmenwarrior ~ green~ Beastmenwarrior said: ~Bloodlust 1 Blood Token - the Blood Priest and his unit gain the Hatred special rule This should be worth more, a normal unit of chaos warriors would have a 89% chance to hit in the first round of combat combined with a high base strength and a great amount of attacks per-model, that makes it a BIG buff. So price that a little higher if your going to keep it. You're probably right, Hatred might be a bit much for 1 Blood Token. What about re-rolls of a one to hit in CC? And then you have to pay 3 Blood Tokens to get Hatred? ~Infinite Rage 1 Blood Token - the Blood Priest and every model in his unit gain the Frenzy special rule. 2 Blood Tokens - the Blood Priest and every model in his unit gain both the Frenzy and Killing Blow special rules. like the frenzy but the killing blow is a little much. Once again should cost more. Hmm . . . what about 2 Blood Tokens for Frenzy, then you can pay 3 for Frenzy and Armour Piercing? ~Dread Embodied 1 Blood Token - the Blood Priest and his unit causes Fear. 2 Blood Tokens - the Blood Priest and his unit causes Terror. Actualy liked this one i think terror is a little inexspensive but fear seems to be priced well IMO (I reserve the right to be horribly wrong ) Actually I think you're probably right. I think maybe replacing Terror with Fear at -1 or -2 Ld (?). ~Khorne's Bloodrage 5 Blood Tokens - the Blood Priest and his unit gain an additional D3 attacks each, and and their attacks are subject to Armour Piercing. In addition, the units becomes Unbreakable. confused about the wording, is it saying D3 additional attacks per model in the unit, or the unit as a whole? I will assume you meant it on a per model bases in which case i would say just make it only 1 extra attack, then change the unbreakable to stubborn. Once again you're right, 1 extra attack would be more suitable - and yes I meant it as per model (it was meant to read 'the Blood Priest and each model in his unit . . .'). The reason I said Unbreakable is because (apart from getting a little over-enthusiastic) if Khorne's followers where put in such a state of mindless hate, I don't really see how they would feel inclined to flee; it (the rage) would truly be mindless , they'd fight to the bitter end. Also remember this ability lasts one turn, and the chances of the Blood Priest getting enough Blood Tokens aside to do it for a second turn are very slim. As for the mechanics make it so they either take multiple rounds of combat to be able to use, or allow you opponent a chance to negate their effects somehow. This one's tough. Well being able to have a roll off wouldn't really work IMO, because if you've saved up ages to use Khorne's Bloodrage and they roll higher than you it's a bit . . . obsolete. Technically this isn't really magic, it's more faith, but there has to be a way of stopping it I suppose. What about making the abilities be Bound Spell with a Power Level equal to the number of Blood Tokens used to activate the ability (automatically cast - the Blood Priest can't harness magic). I think that's all? If there's anything else just say, so we can work through it. JohnnoM said: This idea is pretty f-ing awesome. Thanks I think that all the amounts of token costs should be double( meaning all the 1 token ones cost 2 tokens etc), or you could make it that you pick one of the areas ( Khorne's bloodrage, dread embodied) per turn. OR You could make it that either he starts off with no tokens, or make it that he has 2 attacks base. Or possibly make it a mix of both. What about he starts with 2 Attacks base, and the abilities cost more (see my response to Beastmenwarrior)? Thanks guys for your feedback
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This message was edited 1 time. Last update was at 2011/09/17 10:53:16
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![[Post New]](/s/i/i.gif) 2011/09/17 22:54:44
Subject: Blood Champion, "Wizard" of Khorne
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Frenzied Berserker Terminator
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Yeah that would work quite well.
What about a lord version?
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/09/18 11:27:01
Subject: Re:Blood Champion, "Wizard" of Khorne
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Scouting Shadow Warrior
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Well +1WS, T, W, A and Ld. obviously, and somehow make his abilities better. Could possibly make him the only one to be able to use Bloodrage, as opposed to both the Blood Priest and the Lord being able to use it; or maybe you get to roll a die each time you use an ability; on a roll of a 6 you generate an extra D3 Blood Tokens for the next combat phase. Otherwise IDK. Open to ideas!
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![[Post New]](/s/i/i.gif) 2011/09/18 19:32:46
Subject: Blood Champion, "Wizard" of Khorne
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Spawn of Chaos
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well i think what could really finish him off and make him a valuable but not over powered asset to an army is he get an ability that brings extra dice to the dispel pool. then you could have a full combat oriented army plus have some dispel dice in replace of a wizards level so you are not boned in the magic phase. IMO
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![[Post New]](/s/i/i.gif) 2011/09/18 22:48:21
Subject: Blood Champion, "Wizard" of Khorne
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Frenzied Berserker Terminator
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That sounds like a very good idea.
What about SoM? Would he be able to go on fulcrums etc?
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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![[Post New]](/s/i/i.gif) 2011/09/23 07:45:21
Subject: Re:Blood Champion, "Wizard" of Khorne
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Scouting Shadow Warrior
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IMHO he shouldn't be able to go on fulcrums or anything - Khorne despises magic. A think maybe the Blood Priest and his unit may add a single additional dispel die per spell cast at them - Khorne is resistant to magic, they can't control it in any way. Of course the additional dispel die could be granted to any friendly unit within 12" too, to represent his aura of 'anti-magic', but I don't think it should affect the whole army. However many people would probably be quite happy with any friendly unit within 12" gaining an additional dispel die per spell cast at them, so it's not like you'd be missing out a lot. In fact, I'd prefer to have the suggested rule - it's probably much more useful - just have 1 or 2 Blood Priests throughout the army, then everyone gets it. Dispel dice from multiple Blood Priests should NOT be cumulative
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![[Post New]](/s/i/i.gif) 2011/09/23 08:07:47
Subject: Blood Champion, "Wizard" of Khorne
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Frenzied Berserker Terminator
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It should be like magic in allied games (divided evenly.)
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Veteran Sergeant wrote:In the grim darkness of the far future, the guy with a rifle is the weakest man on the battlefield, left to quake in terror, hoping the two or three shots he gets do the job before somebody runs screaming across the battlefield to hit him with an energized stick.
http://www.dakkadakka.com/dakkaforum/posts/list/440996.page
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