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Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
- Add Reductor Warbot squad
- Shield Maiden squad now have Ranked Attack
- Fix grammar and rule errors

   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE v1.0.5:
- Add Elsa Zepenski - The Iron Maiden (HQ)
- Add Whiteclad Knight squadron (FA)
- Fix grammar and rule errors.

I am now working on the fandex of Rivadis Empire they will be an Undead faction

This message was edited 1 time. Last update was at 2013/12/03 04:03:18


   
Made in us
Preacher of the Emperor






Ok, so the new units are Elsa Zepenski (HQ special character) and the Whiteclad Knights (Fast Attack), correct? Both pretty cool:

- a HQ character whose special rules and wargear are primarily about buffing other units, instead of being a beatstick, which I always like. In fact, while Eternal Warrior & Armor of Icedale go a long way to keep her alive, her ability to inflict damage is pretty pathetic by Warlord standards. And as I've said before, I prefer leaders who actually lead and commanders who command.

- a fast attack unit that's stealth psyker cavalry. Awesome. Not quite as awesome as your main heavy support unit being a deep-striking psyker monstrous creature (the dragon aka Frost Wyrm), but still pretty awesome. Shrouded + Move Through Cover + Psyker is a very unusual combination.

One thing, though: you might want to use the "Brotherhood of Psykers" rule for the Whiteclad Knights rather than making each one individually a psyker.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

 SisterSydney wrote:
Ok, so the new units are Elsa Zepenski (HQ special character) and the Whiteclad Knights (Fast Attack), correct? Both pretty cool:

- a HQ character whose special rules and wargear are primarily about buffing other units, instead of being a beatstick, which I always like. In fact, while Eternal Warrior & Armor of Icedale go a long way to keep her alive, her ability to inflict damage is pretty pathetic by Warlord standards. And as I've said before, I prefer leaders who actually lead and commanders who command.

- a fast attack unit that's stealth psyker cavalry. Awesome. Not quite as awesome as your main heavy support unit being a deep-striking psyker monstrous creature (the dragon aka Frost Wyrm), but still pretty awesome. Shrouded + Move Through Cover + Psyker is a very unusual combination.

One thing, though: you might want to use the "Brotherhood of Psykers" rule for the Whiteclad Knights rather than making each one individually a psyker.


Thank you yes I'll change that. Forgot the Brotherhood of Psykers USR. And how about your story ? Is the sequel finish ?

   
Made in us
Preacher of the Emperor






Brotherhood of Psykers is, as I understand it, less powerful than a whole bunch of individual psykers -- but it's also much less complicated than a whole bunch of individual psykers who are in the same unit. So you should scale down the points cost.

And I'm still brainstorming Story #4, tentatively titled "Dancing with the Astartes".... yes I know that's horrible.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
- Whiteclad Knights are now again Psyker (Mastery Level 1)
- Whiteclad Knights now cost 40 points/model
- Whiteclad Knights now have their Ld reduced to 8
- Add Ice Revenant (HS)
- Add Ghost Eye (Equipment)

   
Made in us
Preacher of the Emperor






The fluff for the Ice Revenants is very similar to the Eldar Wraithguard & Wraithblades -- is that intentional or just how the original video game describes them?

But the stats are very different. Oh sweet eyeballs of the all-seeing Emperor, the stats. Revenants have much lower Strength and Toughness, but Wraithguard have only one Wound -- Revenants have three. I can't speak to how that balances out in combat (and Revenants cost 18 points more), but I'm staggered by a three-wound infantry model. I will say that it's a harder to keep track of a unit with modest Toughness that can take a lot of Wounds than a unit with high toughness that rarely takes wounds but, when it does, dies and goes away without any need to track wounds.

The other big difference is Revenants are Daemons. That makes them considerably creepier....

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

 SisterSydney wrote:
The fluff for the Ice Revenants is very similar to the Eldar Wraithguard & Wraithblades -- is that intentional or just how the original video game describes them?

But the stats are very different. Oh sweet eyeballs of the all-seeing Emperor, the stats. Revenants have much lower Strength and Toughness, but Wraithguard have only one Wound -- Revenants have three. I can't speak to how that balances out in combat (and Revenants cost 18 points more), but I'm staggered by a three-wound infantry model. I will say that it's a harder to keep track of a unit with modest Toughness that can take a lot of Wounds than a unit with high toughness that rarely takes wounds but, when it does, dies and goes away without any need to track wounds.

The other big difference is Revenants are Daemons. That makes them considerably creepier....


Yes I took inspiration from Wraithguards but mainly from Kdaai Fireborns of WHFB, Rubric Marines and Alphonse Elric of Fullmetal Alchemist, and of cource, the monster with the same name from World of Warcraft
And they will trump Wraithguards and Wraithblades in combat, due to Smash, Shred, FNP and more Wounds. But they don't have any guns, except for the very short range Ghost Eyes 5+ Inv and FnP won't save them from a determined attack.
About the multi-wound infantry models, some of them out there have the same or nearly similar T and S and W to Revenants Ogryns and Tyranid Warriors for example
And why yes, the Revenants are Daemons Some little dark secrets of the Cult but I'll leave it to your imagination


Automatically Appended Next Post:
Oh, And Ice Revenants are now BS1

This message was edited 6 times. Last update was at 2013/12/12 16:07:12


   
Made in us
Preacher of the Emperor






Yes, BS1 or even BS0 makes sense if they're never going to get shooting weapons...

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
- Add Reaver squad (Troops)
- Add Fortifications
- Elsa Zepenski's cost reduced to 180
- Absolute Zero now reduced the target WS, BS, I, A to 1
- Fix grammar and rule errors


Automatically Appended Next Post:
Ooops, forgot to add the download link. FIX !

This message was edited 1 time. Last update was at 2014/01/03 03:04:58


   
Made in us
Preacher of the Emperor






Reavers are interesting: high weapon skill, high attacks, poor leadership -- I don't think I've ever seen that combination before. (Or does the A:2 already count the extra attack for two close combat wepaons?) Plus Hit & Run. And do all their attacks get Rending, in shooting and assault?

All this would make them fairly hard-hitting but fragile melee units in an otherwise shooty & well-disciplined army, which is neat.

I think Deep Strike is out of character, though: Infiltrate probably better represents what they're doing, since they're able to sneak onto the battlefield but don't have miraculous hiding abilities like, say, Marbo (Imperial Guard) or Vampire Assassins (Rivadis).

Trapper also seems odd, because once they've moved, presumably they've left any traps behind -- there's no time to set up new ones during the battle. Maybe this only works if they haven't moved yet?

And "No retreat" is crippling -- I'd just drop it. The fact that they're fragile is already represented by Ld 6....

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

 SisterSydney wrote:
Reavers are interesting: high weapon skill, high attacks, poor leadership -- I don't think I've ever seen that combination before. (Or does the A:2 already count the extra attack for two close combat wepaons?) Plus Hit & Run. And do all their attacks get Rending, in shooting and assault?

All this would make them fairly hard-hitting but fragile melee units in an otherwise shooty & well-disciplined army, which is neat.

I think Deep Strike is out of character, though: Infiltrate probably better represents what they're doing, since they're able to sneak onto the battlefield but don't have miraculous hiding abilities like, say, Marbo (Imperial Guard) or Vampire Assassins (Rivadis).

Trapper also seems odd, because once they've moved, presumably they've left any traps behind -- there's no time to set up new ones during the battle. Maybe this only works if they haven't moved yet?

And "No retreat" is crippling -- I'd just drop it. The fact that they're fragile is already represented by Ld 6....


A: 2 is their base Attack score Marines and SoB also have both a CWC and a pistol but the extra attack is not written in their rule

Only their close combat attacks have the Rending special rule (BRB pg.41, Rending rule)

Deep Strike here is to represent they being dropped by high-flying transport aircrafts. And the army now has quite a bit of Infiltrators, so I think a Deep Striking unit is something new

Trapper: Well I think this rule is similar to IG Veterans's Snare Mines. They do not really set the traps, but maybe throwing explosive at charging enemy instead ? And from gameplay perspective, this is to prevent them from being killed the first time they are charged

The "No Retreat !" rule is to represent the unreliability of such troops (they are pirates, after all), and making them one-trick ponies that require some tactical consideration and positioning to really pay off They will either totally steamrolling the enemy or get owned themselves. However I'll think about it, after playtesting

This message was edited 2 times. Last update was at 2014/01/03 15:39:33


   
Made in us
Preacher of the Emperor






Yeah, play testing will be especially important for the "no retreat" rule.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
-Added Behemoth Warbot (Elite)
-Reavers now cost 10pts/model, minimum unit size 5
-Reavers now don't have No Retreat !
-Guardian Warbots's cost reduced to 125 pts/model.
-Aurora Cannon's range is now 48"
-Added Obliterator Rockets (Ranged weapon)
-Screamer better clarified (Model equipped with screamer have assault and defensive grenades but cannot make shooting attacks with them in the shooting phase)
-Improved layout

This message was edited 1 time. Last update was at 2014/01/06 02:12:20


   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
* Weapons:

- Aurora Cannon now has Twin-linked

- Shard Cannon now ignores cover

- Scrapsaw now grants +1 S to the wielder

* Units:

-Guardian Warbots now cost 135 pts
-Guardian Warbots now can replace Shard Cannon for Rapid Cannon for free, twin-linked Missile Launcher for 15 pts/model, Aurora Cannon for 20 pts/model and Carbonite Thrower for 35 pts/model.
-Guardian Warbots now can replace Heavy Bolters with Missile Launcher for 15 pts/model

-Behemoths now have S9

-Wolfborn Chieftains, Warriors and Shepherd can now replace both Wolfborn Krises with Barbed Mace for free

- Shield Maidens can now replace power sword with Barbed Mace for free

-Command Squad Venators now can replace Repeating long gun with Barbed Mace for free

-Reavers can now replace both CCWs with Barbed Mace for 2 pts/model

   
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Unbalanced Fanatic





Fort Wayne, IN, USA

A caveat - I am not familiar with the source material as I haven't played the game and don't really have time to right now, so please forgive anything that I say that flies in the face of the fluff. As such, I am only going to comment on rules mechanics and such, since I don't know how well any of this fits the fluff.

I also haven't read through the whole thread, as it is difficult to keep up with which comments fit the current version and which don't, so if I am repeating anything you have already comment on, sorry.


- I have a rule similar to your "Ranked Attack" special rule in my Arbites Codex. My version includes a requirement that both units have the rule, as this represents the training and coordination of both units in order to achieve the desired effect of shooting through the unit. Not sure how the original game handles such things, but to me this seems logical.

- Since even Cavalry, Beasts and Jump units still only get a maximum charge range of 12", I think your Onslaught Warlord Trait (+D3" charge distance) should still be capped at a 12" maximum, This will give them A minimum charge of 3" and a higher average roll without allowing them to charge further than things which really would be faster than them.

- I think the Ice Blast psychic power should specify "To a Minimum of 1" for the -1A/-1I, so that it doesn't become too powerful against low A/I units.

- Midwinter's Kiss might benefit from one of the following rules: Concussive, Pinning or Strikedown. The description says it "instantly turns them into statues of ice", so a slow effect of some kind seems appropriate for those who survive the attack.

- Grand Transformation might be a tad on the OP side for Warp Charge 1, S5, AP2, Assault 3 and Ignores Cover. True it is only a 6" Nova, but you have three guaranteed hits on any unit touched, 2+ to wound on T3 and 3+ on T4, with no saves other than Invulnerable allowed. Pretty nasty and very reliable if it gets in the thick of things. I would either boost it to Warp Charge 2 and give it Assault D6, or leave it at Warp Charge 1 and change it to Assault D3.

- Polar Aurora penetrates ANYTHING on a 4+ due to the Lance rule (lower for AV10 and 11), and causes an "Explodes" result on a 4+ due to AP1. Those are pretty good odds, and perhaps a little too good. I would say stick to AP2 for it, as it will still give you a quite decent chance of destroying a vehicle.

- The Taskmaster rule is unclear as to when you roll for the D3 Attacks. Is it once at the start of the battle, or at the start of each Assault Phase?

- I really like the Arcane Mechanika rule - it seems very balanced by the fact that it is used by a Ld7 model who actually damages the target on a failed Ld test, but grants some pretty powerful and tailorable rules to the unit on success. This makes it a decent risk with a good reward.

I do think the wording could be tightened up just a tad though. I would change third paragraph to read "If the test is passed, the target unit may choose on of the following effects, which lasts until the start Icedales Cult player's next turn."

- My gut tells me that 14 points per model might be a bit cheap for Shield Maidens. Martial Prowess is a pretty powerful rule - basically Preferred Enemy and Shred Light. Only having 1 Attack base and no way to improve this (plus their Shock Shield Attack) may be their saving grace. Not saying they are definitely undercosted, but they may be at least perceived to be.

- Vent Steam only affecting enemy units within 6" seems a bit odd. Superheated vapor isn't exactly a discriminating weapon, so if it can affect any enemy units within 6", it should probably affect ANY other unit within 6". I think it might be more satisfying to allow the unit to use a Flamer Template for each Warbot to represent their steam attack. This will actually give you a bit more range potential, and give them awesome Overwatch attack potential, representing them venting their steam in a directed way. (I would still give them the cover save though.)

- The Blizzard Generator grants units a 5+ cover save. I would change this to say +2 Cover Save, granting a 5+ Cover Save to those who do not already have one. This seems to be the general convention these days, and will allow for more flixibility and utility for the Blizzard Generator.

Instead of just enemy units suffering difficult terrain, I would say that any units not chosen from the Icedale Cult Codex suffer difficult terrain as really only the Icedale Cult units would be truly used to dealing with it.

This message was edited 1 time. Last update was at 2014/01/07 15:04:24


Codex: Eldar Exodites (7th Ed - added 03/23/2015)
Codex: Adeptus Arbites (7th Ed - updated 8/19/2014)
Codex: Hive Spyrers (7th Ed - updated 8/19/2014)
Codex: Genestealer Cult (6th Ed - updated 03/04/2013)

Agents of the Imperium Project Log
Genestealer Cult Project Log 
   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
* Warlord Traits:
- Onslaught Warlord Trait now only allow the player the charge distance of 12" maximum, the D3 is rolled before charging.

* Psychic powers:
- Ice Blast now reduces I and A score to the minimum of 1
- Midwinter's Kiss now has Strikedown
- Grand Transformation is now Assault D3
- Polar Aurora's range reduced to 12"

*Units:
- Forge Enforcer's Taskmaster special rules: the D3 determining bonus attacks is now rolled at the beginning of the Assault Phase
- Technomancer's Arcane Mechanika: Replaced "the effect lasts for a full game turn" with " lasts until the beginning of the controlling player’s next turn"
- Reductor Warbot's Vent Steam now affect all unit within 6", friend or foe, except for Mechanism units.
- Shield Maidens now cost 15pts/model

*Fortifications:
- Blizzard Generator: Replaced "all units with at least one model within 12” of the generator gain a 5+ Cover Save" with "gain a +2 bonus to their Cover Save. If these units do not already have a Cover Save, then they gain a 5+ Cover Save." . All units that are within 18” now count as moving through difficult terrain, except for units chosen from Codex: Icedales Cult.


 Ambience 327 wrote:
A caveat - I am not familiar with the source material as I haven't played the game and don't really have time to right now, so please forgive anything that I say that flies in the face of the fluff. As such, I am only going to comment on rules mechanics and such, since I don't know how well any of this fits the fluff.

I also haven't read through the whole thread, as it is difficult to keep up with which comments fit the current version and which don't, so if I am repeating anything you have already comment on, sorry.


Thanks for your comment I'm greatly appreciated Don't worry about the fluff, I add quite a bit myself

 Ambience 327 wrote:
- Since even Cavalry, Beasts and Jump units still only get a maximum charge range of 12", I think your Onslaught Warlord Trait (+D3" charge distance) should still be capped at a 12" maximum, This will give them A minimum charge of 3" and a higher average roll without allowing them to charge further than things which really would be faster than them.

- I think the Ice Blast psychic power should specify "To a Minimum of 1" for the -1A/-1I, so that it doesn't become too powerful against low A/I units.

- The Taskmaster rule is unclear as to when you roll for the D3 Attacks. Is it once at the start of the battle, or at the start of each Assault Phase?

- I really like the Arcane Mechanika rule - it seems very balanced by the fact that it is used by a Ld7 model who actually damages the target on a failed Ld test, but grants some pretty powerful and tailorable rules to the unit on success. This makes it a decent risk with a good reward.

I do think the wording could be tightened up just a tad though. I would change third paragraph to read "If the test is passed, the target unit may choose on of the following effects, which lasts until the start Icedales Cult player's next turn."


Thank you for this wording is never my strong points I have fixed them

 Ambience 327 wrote:
- Midwinter's Kiss might benefit from one of the following rules: Concussive, Pinning or Strikedown. The description says it "instantly turns them into statues of ice", so a slow effect of some kind seems appropriate for those who survive the attack.

- Grand Transformation might be a tad on the OP side for Warp Charge 1, S5, AP2, Assault 3 and Ignores Cover. True it is only a 6" Nova, but you have three guaranteed hits on any unit touched, 2+ to wound on T3 and 3+ on T4, with no saves other than Invulnerable allowed. Pretty nasty and very reliable if it gets in the thick of things. I would either boost it to Warp Charge 2 and give it Assault D6, or leave it at Warp Charge 1 and change it to Assault D3.

- Polar Aurora penetrates ANYTHING on a 4+ due to the Lance rule (lower for AV10 and 11), and causes an "Explodes" result on a 4+ due to AP1. Those are pretty good odds, and perhaps a little too good. I would say stick to AP2 for it, as it will still give you a quite decent chance of destroying a vehicle./


Hmmm...I actually tweaked the Pyromancy table a bit to create these, except for Grand Transformation (thanks to the suggestion of Blacksail on pg1). I agree with Midwinter's Kiss, but about Grand Transformation, it's only strong against low number, elite armies (SM, CSM, GK...); against horde formations, I doubt that their effectiveness, since you can only kill 3 models in a squad of 20 or 30 before being tarpitted to death. However, I will change it to Assault D3, to see how it will affect gameplay

About Polar Aurora, it is similar to Molten Beam of the Pyromancy discipline. However, I agree that though Melta and Lance work somewhat similar and they both have AP1, Polar Aurora has the advantages of range (18" compares to 12") and Blind. I'll reduced the range to 12". How does it sound to you ?

 Ambience 327 wrote:
- My gut tells me that 14 points per model might be a bit cheap for Shield Maidens. Martial Prowess is a pretty powerful rule - basically Preferred Enemy and Shred Light. Only having 1 Attack base and no way to improve this (plus their Shock Shield Attack) may be their saving grace. Not saying they are definitely undercosted, but they may be at least perceived to be.


Well I've heard this a lot Fixed them, just in case

 Ambience 327 wrote:
- Vent Steam only affecting enemy units within 6" seems a bit odd. Superheated vapor isn't exactly a discriminating weapon, so if it can affect any enemy units within 6", it should probably affect ANY other unit within 6". I think it might be more satisfying to allow the unit to use a Flamer Template for each Warbot to represent their steam attack. This will actually give you a bit more range potential, and give them awesome Overwatch attack potential, representing them venting their steam in a directed way. (I would still give them the cover save though.)


Good point. However, granting each of them a template seems too much. They are mobile enough (being Jetpack Infantry), so if I did this they will become almost untouchable They are mobile and shooty (like Tau battlesuits), so there must be a way for melee-heavy armies to catch them.

 Ambience 327 wrote:
- The Blizzard Generator grants units a 5+ cover save. I would change this to say +2 Cover Save, granting a 5+ Cover Save to those who do not already have one. This seems to be the general convention these days, and will allow for more flixibility and utility for the Blizzard Generator.

Instead of just enemy units suffering difficult terrain, I would say that any units not chosen from the Icedale Cult Codex suffer difficult terrain as really only the Icedale Cult units would be truly used to dealing with it.


Another good point I will look into it

This message was edited 2 times. Last update was at 2014/05/22 04:27:48


   
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Implacable Skitarii




Somewhere...

UPDATE:

*Forge Enforcer:

- Taskmaster rule's bonus Attacks is not cumulative (i.e having multiple Enforcers in the same squad still grants only D3 Attacks)

*Whiteclad Knight Squadron:

- Whiteclad Knight Squadron now have Brotherhood of Psyker (again)

- Whiteclad Knight Squadron now have Sanguine Bond special rule.

- Point cost raised to 45 pts/model

- Minimum squad size is now 1, maximum squad size is now 3.

- Now must Must take one additional power from the following psychic powers:
+ Ice Blast: free
+ Wind of Ice:free
+ Polar Aurora:10 points

* Ice Revenants:

-Whiteclad Escort name changed to Soul Keeper

-Soul Keeper's Ld is now 8

-Soul Keeper now has Daemon special rule.

-Soul Keeper now has the Shadowrun psychic power (shown in unit entry)

-Removed Shrouded

-Otherworldly Strength now does not grant Shred

* Wolfborn Auxiliary Cadre:

-Only 1 Wolfborn Pack can be taken now

-Dire Wolf Pack and Feral Wolf Pack are now 0-1 choices

   
Made in us
Preacher of the Emperor






The Whiteclad Knights are getting so elite -- and so expensive -- that, even though I was the one who suggested "Brotherhood of Psykers" in the first place, I'm wondering if you should go all the way in the opposite direction and make them Independent Characters. Then they could join either each other OR other kinds of troops, playing a leadership role.

Also I still think the Wolfborn would do well as an allied army.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
Made in vn
Implacable Skitarii




Somewhere...

UPDATE:
- Forge Enforcer: Now the controlling player rolls once for the entire unit at the beginning of each Fight sub-phase to determine the number of bonus Attacks

- Dragon Lancers now inflict 3 Hammer of Wrath Attacks instead of D3

- Dragon Lancers now can take Glacier Armour

- Wolfborn Auxiliary Cadre now can benefit from Warlord Trait

- Glacial Shield now add +1 to the Invulnerable Save of the wielder if he already has an Invulnerable Save

 SisterSydney wrote:
The Whiteclad Knights are getting so elite -- and so expensive -- that, even though I was the one who suggested "Brotherhood of Psykers" in the first place, I'm wondering if you should go all the way in the opposite direction and make them Independent Characters. Then they could join either each other OR other kinds of troops, playing a leadership role.

Also I still think the Wolfborn would do well as an allied army.


So making them like Warlocks ? Really sounds tempting but I still want them to be an unit of their own, like the Zoanthropes. But I'll really consider it

And yes, I'll make a Wolfborn army list later, if I have time

This message was edited 1 time. Last update was at 2014/01/16 11:29:13


   
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MASSIVE UPDATE:

*General:
-Mechanism rule better clarified (A model with Mechanism have Fearless and Adamantium Will special rules. In addition, if the majority of models in a unit have the Mechanism special rule, then successful Wounds scored by attacks with the Poisoned and Fleshbane special rule must be re rolled.)

-Technomancer: Arcane Mechanika better clarified (A model with Arcane Mechanika may choose to use it in the shooting phase instead of making a shooting attack, and may not do so if engaged in an assault or falling back. A single unit compose entirely of models with the Mechanism special rule within 12” must be selected as the target of this special rule’s effect...)

-Whiteclad Knights are now Elite

-Reaver squad and Reductor Warbot squadron are now Fast Attack

-Siege Battery is no longer 0-1, but can now only take one battery per Heavy Support slot.

*Units:
-Add Sleeper Cell (Troop)
+Sleeper Agent
+Machinist
+Propagandist
+Scrapbot

-Remove Wolfborn Auxiliary

-Dragon Lancer Cohort:
+Now inflict D3 Hammer of Wrath Attacks instead of 3
+Glacier armour now costs 25 ppm.

-Reaver Squad:
+Now cost 9ppm
+Now have Initiative 9
+The Raidmaster can now take Scrapsaw
+Can now take up to 20 models per unit

-Guardian Warbot now has 4 Wounds

*Ranged Weapons:
- Add Galvanic Bolt

-Remove Wolfborn Weapons

*Melee Weapons:
-Add Galvanic Bolt

-Add Mechano - fist

-Remove Wolfborn Kris and Wolfborn Claymore

*Wargears:
-Add Secret Suitcase

-Remove Brass Totem and Crescent Breastplate

This message was edited 1 time. Last update was at 2014/01/27 17:05:56


   
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UPDATE:
-Elsa Zepenski now costs 150 points
-Blizzard Generator no longer has Rapid Cannon, point cost dropped to 200.
-Fix some grammar errors

   
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UPDATE:

*Sleeper Cell:
- Scrapbot's name changed to Cyborg Prototypes

- Cyborg Prototypes now have Frag grenades, Hand cannon and Mechano-fist and vastly improved stat. Costs 10ppm

- Cyborg Prototypes now can replace hand cannon with shotgun-autogun and/or mechano - fist with scrapsaw

- Replace Scrap Salvage with Cyborg Conversion (The Machinist may choose to converts new cyborgs in the shooting phase instead of making a shooting attack, and may not do so if engaged in an assault or falling back. In order to use Cyborg Conversion, the user must take a Leadership test. If he fails, nothing happens. If he passes, replace one Sleeper Agent in his unit with one Cyborg Prototype. The new Cyborg Prototype retains none of its former wargears, instead being equipped with hand cannon, mechano – fist and frag grenades.)

*Weapons:
- Hand cannon now has the range of 18"

This message was edited 2 times. Last update was at 2014/02/14 08:45:30


   
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UPDATE TO 7TH EDITION:

- Change the Unyielding Will Warlord Trait to: "The Warlord and any unit they are with add 1 to Deny the Witch test, in addition to any other modifier."

- Change wording to better suit 7th edition:
+ Allies of Convenience now consists of Armies of the Imperium, Tau, Eldar, Duchy of Westaria.

+Whiteclad Knights are Brotherhood of Psykers (Mastery Level 2)

+Generate Blizzard special rule (pg 23.): "...All units that are within 18” count as moving through difficult terrain, except for units from the Icedales Cult Faction..."

   
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Been a while since I looked through this, and I keep finding new coolness (dammit, no pun intended). You've really done a lot of neat stuff here.

Some stray thoughts:
Elsa Zepenski: I'd love her to have the option to take a gun -- this is an army with some nice snooty stuff, after all. Maybe even some one-of-a-kind ice-shooting magic pistol?
Outriders: At 25 points each for scouting jet pack cavalry with two attacks and two wounds, these guys are almost certainly undercosted.
Sleeper Cell: Fascinating unit. I missed when you added this. Probably should be Elite, not Troops, though. And the Suitcase wargear is... a little silly.
Behemoth Warbot: Cool. (No pun intended). The fluff suggests it should have "It Will Not Die," which would be gloriously brutal.

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
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UPDATE:
-Mechanism rule better clarified (A model with Mechanism have Fearless and Adamantium Will special rules. In addition, if the majority of models in a unit have the Mechanism special rule, then successful Wounds scored by attacks with the Poisoned and Fleshbane special rule must be re rolled.)
-Elsa Zepenski now has Shard Pistol instead of CCW
-Behemoth Warbot now has IWND, cost bumped to 235 pts
-Hand Cannon has 6" range, and is Assault 2
-Zodiac launcher loses Interceptor and Skyfire, gain Tracking (choose when to use Skyfire)
-Blast shield should read: " ...the wound is ignored, but the blast shield is destroyed ..."
-Candle of the Void should read "unit" instead of "squad".

 SisterSydney wrote:
Been a while since I looked through this, and I keep finding new coolness (dammit, no pun intended). You've really done a lot of neat stuff here.

Some stray thoughts:
Elsa Zepenski: I'd love her to have the option to take a gun -- this is an army with some nice snooty stuff, after all. Maybe even some one-of-a-kind ice-shooting magic pistol?
Outriders: At 25 points each for scouting jet pack cavalry with two attacks and two wounds, these guys are almost certainly undercosted.
Sleeper Cell: Fascinating unit. I missed when you added this. Probably should be Elite, not Troops, though. And the Suitcase wargear is... a little silly.
Behemoth Warbot: Cool. (No pun intended). The fluff suggests it should have "It Will Not Die," which would be gloriously brutal.


Yes, the Behemoth now has IWND, and Elsa now has a shard pistol so she can kill some stuff along side her unit

About the Outriders, despite having 2 Ws, they are still only T3 and with 5+ save, as well as no range weapon, they will certainly be shoot to death as soon as the opponent takes a look at them.

Sleeper Cell is the third troop choice, and I want the player to have some varieties of basic units, since i've moved the Reaver to FA and the Suitcase is there not only for fun, but also to make the unit more dangerous (no one want to take the Suitcase Nuke in the face, even if it is only one-sixth of the chance)

   
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Yay! But

 xalvissx wrote:
....if the majority of models in a unit have the Mechanism special rule, then successful Wounds scored by attacks with the Poisoned and Fleshbane special rule must be re rolled.....


Argh. This will be awkward to implement in play, I think. Overall, the game handles mixed units with different Toughness etc. clumsily, but this adds even more complication. Plus, if the model is entirely composed of Mechanisms, then Poisoned and Fleshbane should have no effect at all, surely?

BURN IT DOWN BURN IT DOWN BABY BURN IT DOWN

 Psienesis wrote:
Well, if you check out Sister Sydney's homebrew/expansion rules, you'll find all kinds of units the Sisters could have, that fit with the theme of the Sisters (as a tabletop army) perfectly well, and are damn-near-perfectly balanced.

I’m updating that fandex now & I’m eager for feedback on new home-brew units for the Sisters: Sororitas Bikers, infiltrators & Novices, tanks, flyers, characters, superheavies, Frateris Militia, and now Confessors and Battle Conclave characters
My Novice Ginevra stories start with Bolter B-Word Privileges 
   
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 SisterSydney wrote:
Yay! But

 xalvissx wrote:
....if the majority of models in a unit have the Mechanism special rule, then successful Wounds scored by attacks with the Poisoned and Fleshbane special rule must be re rolled.....


Argh. This will be awkward to implement in play, I think. Overall, the game handles mixed units with different Toughness etc. clumsily, but this adds even more complication. Plus, if the model is entirely composed of Mechanisms, then Poisoned and Fleshbane should have no effect at all, surely?


Um, many units in my codex have Mechanism, so if they ignore Poisoned and Fleshbane totally, Dark Eldar will be trashed. But on the other hand, those units have relatively little models per unit, so it will not be very hard to implement in play, since you know, it's easy to see what model has Mechanism and what not if there are not very many models in the unit (me think...).


Automatically Appended Next Post:
oh sorry, Martial Prowess (Shield Maiden) and Magical Attack (Frost Wyrm) special rule should read "model", not "unit"

This message was edited 1 time. Last update was at 2014/10/01 16:11:00


   
 
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