Fully-charged Electropriest
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I was looking at some of the newer army books and noticed, not really a new unit but a new style of unit, that I call the magical unit. Basically it is a unit that has wizard levels and is able to cast spells. right now their are only three out there: the DoC Pink Horrors, the DE Doomfire Warlock and the WE Sisters of the Thorn. Now I kind of like this idea so I came up with a few new ones that other armies can use.
To make them I used a general template to do it; they come in two varieties, infantry and cavalry. For infantry they are a 10+ unit that starts a level 1 and can gain an additional 3+ to cast, they always know 2 predetermined spells (with one exception) and on a miscast suffer D6 wounds. For cavalry they are a 5+ unit start at level 2 and can gain an additional 3+ to cast and on a miscast suffer D3 wounds.
So far I have made up units for the empire, Beastmen, WoC, High Elves, and Vampire counts. I also redid the Pink Horrors in may style for consistency. Now I don't have any fluff other then their names and no points costs but tell me what you think of them.
The Empire
Wizard Apprentice
Wizard Apprentice 4 3 3 3 3 1 3 1 7
Wizard Adept 4 3 3 3 3 1 3 2 7
Troop Type: Infantry
Unit Size: 10+
Equipment: Hand Weapon
Options: Upgrade to Wizard Adept
Upgrade to Musician
Upgrade to Standard Bearer
Special rules:
Wizard Trainee – A unit of Wizard Apprentice is considered to be a Level 1 Wizard that knows the signature spell of the lore of battle magic of your choice. This doesn’t prevent other friendly Wizards from knowing the same spell. The unit receives an additional + 1 to cast for each rank of 5 or more models it has, after the first to a maximum of + 3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Wizard Apprentice or Adept as the caster (or target) for the purposes of line of sight, range, etc. In the event of Wizard Apprentice unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds with no saves of any kind allowed
Student and Teacher – if a unit of wizard apprentices has a battle wizard or a battle wizard lord in it that uses the same lore as the unit, during the magic phase the unit can choose not to cast any spells and instead aid the battle wizard. The battle wizard gains a bonus to their casting attempt equal to half the level of the unit. If there are two wizards in the unit that can benefit from this only one can gain the bonus for the magic phase.
Beastmen
Forest Witch
Forest Witch 4 3 3 3 3 1 3 1 7
Forest Crone 4 3 3 3 3 1 3 2 7
Troop Type: Infantry
Unit Size: 10+
Equipment: Hand Weapon
Options: Upgrade to Forest Crone
Upgrade to Musician
Upgrade to Standard Bearer
Special rules: Hatred,
Black Magic of the Forest – A unit of Forest Witches is considered to be a Level 1 Wizard that knows the spells The Flock of Doom (Lore of Beasts) and Melkoth’s Mystifying Miasma (Lore of Shadows). This doesn’t prevent other friendly wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Forest Witch or Forest Crone as the caster (or target) for the purposes of line of sight, range, etc. In the event of the Forest Witch unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds with no saves of any kind allowed.
Warriors of Chaos
Acolytes of Tzeentch
Acolyte of Tzeentch 4 4 3 3 3 1 3 1 7
Priest of Tzeentch 4 4 3 3 3 1 3 2 7
Troop Type: Infantry
Unit Size: 10+
Equipment: Hand Weapon, Heavy Armor
Options: Upgrade to Priest of Tzeentch
Upgrade to Musician
Upgrade to Standard Bearer
Special rules: Eye of the Gods (Priest of Tzeentch only), Mark of Tzeetch
Acts of Blasphemy – A unit of Acolytes of Tzeentch is considered to be a Level 1 Wizard that knows the spells Bolt of Change (Lore of Tzeentch) and Plague of Rust (Lore of Metal). This doesn’t prevent other friendly wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Acolyte of Tzeentch or Priest of Tzeentch as the caster (or target) for the purposes of line of sight, range, etc. In the event of the Acolytes of Tzeentch unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds with no saves of any kind allowed.
Daemons of Chaos
Pink Horrors of Tzeentch
Pink Horror 4 3 3 3 3 1 3 1 7
Iridescent Horror 4 3 3 3 3 1 3 2 7
Troop Type: Infantry
Unit Size: 10+
Equipment: Hand Weapon
Options: Upgrade to Iridescent Horror
Upgrade to Musician
Upgrade to Standard Bearer
Special rules: Daemon of Tzeentch, Daemonic, Blue Horrors
Word of Tzeentch – A unit of Pink Horrors of Tzeentch is considered to be a Level 1 Wizard that knows the spells Blue Fire of Tzeentch (Lore of Tzeentch) and Pink Fire of Tzeentch (Lore of Tzeentch). This doesn’t prevent other friendly wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Pink Horror or Iridescent Horror as the caster (or target) for the purposes of line of sight, range, etc. In the event of the Pink Horrors of Tzeentch unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds with no saves of any kind allowed.
High Elves
Council of Saphery
Council Mage 5 4 4 3 3 1 5 1 8
Master of the Council 5 4 4 3 3 1 5 2 8
Elven Steed 9 3 0 3 3 1 4 1 5
Troop Type: Cavalry
Unit Size: 5+
Equipment: Hand Weapon
Options: Upgrade to Master of the Council
Upgrade to Musician
Upgrade to Standard Bearer
Special rules: Always strikes first (Riders only), Fast cavalry, Lileath’s blessing, Martial Prowess, Valour of Ages
High Coven – A unit of Council of Saphery is considered to be a Level 2 Wizard that knows the spells Soul Quench (Lore of High Magic) and Hand of Glory (Lore of High Magic). This doesn’t prevent other friendly wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Council Mage or Master of the Council as the caster (or target) for the purposes of line of sight, range, etc. In the event of the Council of Saphery unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D3 Wounds with no saves of any kind allowed.
Protection of the High Tower – Models with this special rule have a 4+ ward save.
Vampire Counts
Tortured Souls
Tortured Soul 6 3 0 3 3 1 2 1 5
Tortured Necromancer 6 3 0 3 3 1 2 2 5
Troop Type: Infantry
Unit Size: 10+
Equipment: Hand Weapon
Options: Upgrade to Tortured Necromancer
Special rules: Ethereal, Undead, Skirmisher
Wailing Dead – A unit of Tortured Souls is considered to be a Level 1 Wizard that knows the spells Doom and Darkness (Lore of Death) and Gaze of Nagash (Lore of Vampires). This doesn’t prevent other friendly wizards from knowing the same spells. The unit receives an additional +1 to cast for each rank of 5 or more models it has, after the first to a maximum of +3. Each time the unit casts a spell (or is targeted by a special rule that affects a Wizard), you must nominate one Tortured Soul or Tortured Necromancer as the caster (or target) for the purposes of line of sight, range, etc. In the event of the Tortured Souls unit rolling a miscast, do not roll on the Miscast table. Instead, the unit suffers D6 Wounds with no saves of any kind allowed.
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Killer Klaivex
Oceanside, CA
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If the vampire one is going to be ethereal, it needs something to balance it out. GW used to have a rank and file ethereal unit (I think it was in the zombie pirate list).
The unit had to take a Ld test each turn, and took wounds for each point it failed by.
IMO, this is critical for play balance.
An ethereal unit that shows up with +3 combat res for ranks and doom and darkness might be too good.
As far as rules go, you have them at level 1, with bonuses to cast. But up top you list them as level 1 and gaining wizard levels.
I'd stick with only a casting bonus, if you want to dispel effectively, get a real wizard.
-Matt
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