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Here are my thoughts on your creation.
Firstly, stellar idea, and I like the "borrowed" art.
Your fluff puts Ahriman above A Changer of Ways, so let's use that as a basis. A changer of ways is 300 points with We Are Legion and Master of Sorcery.
Ahriman has higher WS, BS, I, A, and Invul.
He also has several more special rules.
While he is awesome, let's try and make him reasonably awesome. For one thing, I don't see a reason to increase his attacks. While I can understand it in the sense of making him stronger, it doesn't exactly fit.
And while I like the flavor of it, Peril of The Warp is a rules nightmare. I would change it as follows:
Peril of The Warp: Ahriman's Warp Presence is as a hurricane of psychic energy, or more accurately, a devouring whirlpool. Any model that incurs a Perils of The Warp test while Ahriman is alive must make an opposed leadership test with Ahriman. If the model wins, it proceeds as normal (taking a wound with only a re-rolled invulnerable save. ) If Ahriman wins, the model is removed from play, and if Ahriman can, he regains a wound, up to his maximum. If a collectively casting unit suffers, make a roll for each model. Any that do not beat Ahriman are consumed.
While Ahriman is on the field, all enemy Psychic Tests roll 3d6, with any result of 12 or more counting as a Perils of The Warp.
This keeps it a deadly choice to cast Psychic powers when facing Ahriman, but doesn't create a nightmare of dividing units, vehicle results, and Chaos Spawn.
Since I'm at work, this is all I can do for now, but I'll come back later for more notes.
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