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![[Post New]](/s/i/i.gif) 2012/07/20 05:14:11
Subject: Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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You know, as awesomely powerful as GK’s are, they need a proper antagonist. Perhaps the Fateweaver can produce a suitable foe? Notice: If you are new, this is a WIP, I haven't had time to edit the changes into the codex yet. Feel free to read the background to get an understanding, and then skip to the last few posts to see what changes are about to happen. Feed back and CC is welcome. The text is long, feel free to scrutinize the first flavor text, it's the important background stuff that will set the stage for the list. The second piece is for your leisure. I hope you enjoy it. Within the unholy realm of the ever plotting Fateweaver’s Inevitable Fortress exists an implacable mausoleum of enslaved Necrotyr and their hated foes, the Eldar, chained forever by unbreakable bonds, their bodies all but destroyed, their souls fused as one into visible forms in their eternal servitude. Long before the fall of both the Eldar, and the rise of the C’tan, Tzeentch preyed upon the warring foes by whispering sweet promises of victory and untold glories that would await each of them should they abandon the War in Heaven and join in His Great Game. Reluctant at first to abide to the vivid trances, most ignored the calling, and yet, over centuries of unending warfare, small portions of both the Necrotyr and the Eldar gave way to the enticement of peace the Fateweaver promised. Following a path away from their clashing empires, these few individuals found themselves standing side by side, the vision of a larger truce between the races was realized as they embarked upon a great journey to where their vision’s had portrayed a place of secrecy, of Eden, of paradise, where they could begin anew, and show their brethren that acceptance was not impossible through their centuries of hatred and bloodletting. So easily were they deceived. On their arrival to this spiritual paradise, they found themselves betrayed by the Fateweaver. The betrayed allies became trapped within a shrinking iridescent cell, shrieking in terror as they, along with their incredible technologies were crushed so entirely inside a small cube, their souls fused and became a new race entirely. Scholar’s can only ponder at the great mystery of these new sentient creatures spent countless millennia in its very core of cores. One that would remain unnamed and undisturbed until the Champion of the Thousand Sons, Azhek Ahriman, on his never ceasing quest to access the Black Library, opened the Pandora’s Box of these long forgotten beings, shattering it into billion pieces. With the stirring of His master’s raven wings, erupted the forsaken race in a bright azure flame. Nothing more than pale blue ghosts entwined with heavy chains from the remnants of their ancient prison, they obeyed none above the calling of their Dark Lord, Tzeentch, and needed not fear the havoc of the realm of Chaos after their long interment within it. Their forms seemed to be invincible to even Ahriman’s great arcane might, and pleased the Fateweaver enough to name them, Fora, or Time, in the demonic word. As they were unleashed to enforce the Dark Lord tidings, the Imperium soon named them, the Time Wardens, for the enlightened know that no fate can exist without the slow implacable march of time, governed by these great and terrible beings. Their wills are nothing more than Tzeentch’s Dark Will made manifest, for where and when these creatures appear, the strands of Fate themselves are at stake. They are His chosen, vested within these corrupted souls are powers capable of bending time and space to enforce their Master’s continuation of His Great Game. They are the Time Wardens, they are the Dark Lord’s own. The Fora Time Wardens Time Warden Global Special Rules - Empyrean Mastery – No other beings have as an acute understanding of the passage of time and the crossing of space as The Time Wardens, they gain the Necron Ability: Wraithwalk*. In addition: Though infused with the power of Tzeentch and are often mistaken for them, The Wardens are not demons, but are not entirely of the physical realm either, their damned souls existing on a plane somewhere in limbo between the two. Unless stated otherwise in their profile they are Fearless, cause Fear, have a 4+ invulnerable save, and may test for the Warp Speed Psychic ability without incurring the Perils of the Warp. *My understanding of Wraithwalk: This unit may ignore terrain, but may not claim to be "inside" an object. Allies May only Ally with other Forces of Chaos. HQ 1-2 Coming soon. Elites Sentinel’s of Fate – 40 Points per model Unit: 1-5 models. Of all the Fora, there existed a chosen council elect of the greatest warriors and mystics whose sole purpose was to guide and protect those upon the pilgrimage to create a new order in the universe. Though they remain powerful beyond compare, they have long lost such compassion and gentle hearts, defiled by the ever dominant will of Tzeentch. Now, bestowed with the gifts of their Dark Lord along with what remains of their own, they serve to protect a new order of never ceasing destruction and dark aspirations. WS – 5 BS – 4 S – 4 T -3 W- 2 A- 3 I – 5 Ld - 10 Sv – 4+ (4+invuln) Weapons: The Chains of Ceaseless Change – These weapons are collection of blades, glaives, hooks, chains, and other close combat weapons that wrap these ghoulish spirits, they are imbued with the power of the warp and are capable of sundering adamantine as easily as tenderized meat. Many foes of Tzeentch have met a fate of unending suffering by these weapons as punishment for challenging His will. Counts as powerweapons with the Strikedown ability. They also are imbued with the terrifying Ether Lance. Ether Lance – Template Str 4 Ap 3 Assault 1 Special Rules: Chronoshift - With the power of sacrifice and His Dark Will, time folds upon itself, allowing for another chance. This is a psychic ability that requires so much energy, a Sentinel must be sacrificed generate the Warp Charge required to activate it. If Perils of the Warp is triggered, the entire unit suffers from it's effects. If it is passed, and not denied it is resolved as such: The unit reverts to it's position of the previous turn, at 75% of it's maximum strength, rounding down. This can be attempted by a unit with only one model left. Example: At full strength, a 5 model unit, becomes a 3 model unit at its previous location, regardless if it was only at 1 unit (one can sacrifice themselves to return to the past). Equipment: Sentinels have access to the Warden Armory. May become Pysker level 2 at +20 points. Unit Psychic abilities: Precognition (+20 points). Misfortune (+20). Elite option 2 Riftstalkers 60 points per model. Terrifying aberrations of the deepest nightmares, these Wardens have spent far too long in the darkest corners of Tzeentch's realm. More Demon than spirits, they are capable of walking inside the warp, only to appear at the opportune moment to claim a victim and pull them back into the nightmare they rule within. WS – 5 BS – 2 S – 5 T -3 W- 2 A -1* I – 3 Ld - 7 Sv – (4+invuln) Unit: 1 - 2 models Demonic Special Rules: Stalker: The Riftstalker unit is always placed in reserve. When it becomes available, the controlling player may place the unit in base contact with an enemy model. They may assault that turn. Weapons: Close Combat Weapon. Hands of the Void: Instead of making attacks during an assault, the Riftstalker "claims" its victim by lashing out with tendrils, chains, hooks, and other nightmarish snares to drag the struggling combatant with the Riftstalker back into the merciless warp. The targeted model must take an unmodified Initiative test against the Stalker. If it fails, it is immediately removed from play as a casualty with no saves allowed. The Riftstalker must then make an Initiative test of it's own, if it passes, the Demon flees back into the warp and immediately becomes available in reserve for the next turn. If it fails, the portal closes and the Riftstalker is left to resolve combat. At it's base level, this cannot affect vehicles, and the Riftstalker cannot re-enter into a warp portal if he has already failed. Equipment: Upgrades must be taken as a unit, not as individual pieces of wargear. + 50 points per model - Claws of the Warp: Attracting even bigger demonic allies, the Riftstalker is able to bring down even greater foes. The Riftstalker may target an additional model within the unit and gains +2 to its initiative. + 50 points per model - Maw of the Warp: Attracting the biggest, most terrifying entities, such as Void Whales, and Nightcrawlers there is little stopping a Riftwalker determined upon it's prey. The Riftstalker may target an additional model within the affected unit and may target Vehicles by using a single Str 9 attack. The Riftwalker can only gain re-entry into the warp if it successfully destroys the vehicle and survives. Riftstalkers do not have access to the armory. Troops: Wardens WS – 4 BS – 4 S – 4 T -3 W- 1 A- 1 I – 5 Ld - 7 Sv – 4+(invuln) 25 points per model Weapons: Time Lance – Arcane weapons whose true names are long lost to prehistoric antiquity, these weapons pierce the veil of time itself, atrophying everything their brilliant blue bolts touch. Skin chars into ash and dust, bone disintegrates into oblivion as the rapid passing of epochs becomes the foe’s greatest enemy. There is little these weapons cannot obliterate, especially in their channeled form. Str- 4 Ap 4 – Rapid Fire range 24, or, Heavy 1 Str 8 ap 1 range 24* *A psychic test must be taken at the end of the movement phase to use this weapon. Perils of the Warp affects the entire unit. A Psychic power may be bought for this unit: Forboding + 20 Fast Attack Planeswalkers. 20 points per model 1-3 models per unit Independent Characters: May be attached independently to other units, including tanks. (Like Techpriests) Among the most powerful of the pyskers in the ranks of the Time Wardens exists those who have mastered the art of crossing through interdimensional space, or rather: planeswalking. Readily traversing the battlefield with their allies in a blink of an eye to bring the battle directly into the heart of the foe before vanishing to a safe distance out of reach, many commanders have paid with their lives to even gain a glimpse of these wretched creatures. WS – 4 BS – 4 S – 4(6) T -3 W- 1 A- 2 I – 5 Ld - 8 Sv – 4+(invuln) Weapons: Planeswalker Chagrin: Close combat weapon Adds +2 to S. Pysker Mastery Level 3. Warp Charge 1 - Burst Gate: Gate of Infinity (a teleportation spell) must be chained upon arrival to: Nova: Shockwave- measured from base of first arriving model. Heavy Support Necrotyr Remnant Time Machine 200 Points The remnants of Necrotyr Technology can be seen within this arcane device. Not really so much an engine of war, but rather a large part of the prison wall that calved with the release of the Wardens. Still fused with countless souls and their enlightened technology, the Time Machine is truly a sight to behold. Clock, dials, and hourglasses depict the steady march of inevitability, those who look upon them are drawn to the timepiece associated with their own demise, and most never have time to spare. Armor - F 13, - S - 12, R - 11 Str - 6 A - 2 Walker - Daemon Weapons: Endtime Emitter - If there is evidence of the end of all time, it would unquestionably reside within the cores of these gruesome cannons. Their beams travel in a rolling blast of obliteration, scouring the very earth as they tear across its surface, leaving trails not of destruction, but of total annihilation. For without the slow passage of time, there can be no existence to mark its passing, and with no existence, no time to be recorded. To those who have witnessed the crossing of these beams however, see the truth: Though it had a beginning, and has an inevitable end, time wraps in an endless spiral upon itself. Never repeating a single moment, yet every moment identical to the last, time makes no distinction of it's own measurement. In an continuous paradox that locks the galaxy within War Eternal, there can be no release from it, no end to it, in this world, or the next, the Time Wardens transcend the planes to continue this paradigm of ceaseless torment their Dark Lord knows shall never quit. Profile: 36" Functions as a Psychic Beam: Up to: 10" S-10 AP-1, Up to: 18" S-7 AP-4, Up to: 24" S-4 AP-6, Up to: 36" S-1 AP- Heavy 1, Soul Blaze, Timeshatter. Timeshatter: Each time the Endtime Emitter fires, place a counter where it reached the maximum range. If another Endtime Emitter crosses the beam's path between its source and its end it immediately explodes as the fabric of time is shattered. The Timeshatter explosion has the following profile: S- 7 ap - 4 Large Blast, ignores cover Temporal Displacement. Temporal Displacement: Units that suffer unsaved wounds, or suffer damage as a vehicle but survive the blast from Timeshatter (Friend or Foe) are displaced in time, removed from play, and are placed in reserves. They may return to play on a 4+ on the controlling player's next turn and may deep strike without penalty anywhere on the board. If they do not return to play by the end of the game, they are forever lost in the long passage of time and count as destroyed. I think that gets the feeling of how these guys should be played fairly well. Still listening to CC. I'm sure you have it, and hopefully we're beginning to see a happy compromise.. or at least we're getting closer to it. More to come later: HQ Troops Armory Further Flavor Text: Transcription found on Personal Soul-view Log of Cyrasai Vrekil, Veteran Sergeant of the Korzack 22nd Legion, on the Imperial held world of Nemesis I. M.41. 853 + In His Name, we are Linage, we are Legacy, we are Legion. + +Begin Log+ And they said it couldn’t be done, just goes to show how blind they were to the truth. Cyrasai stared blankly at the auspex scanner, its feed began to distort and flicker as he drew closer to the warp anomaly. Bolter in hand, the grizzled veteran once thought he had seen it all, but over time he knew this paradigm to be as far from the truth as possible. What lay before him, could not be humanly described, as humans we’re never meant to lay eyes upon it. A shaft of brilliant blue light tore through what remained of the old clock tower, its shattered remains hovering impossibly, like broken glass in a frozen picture of lunacy. At the anomaly’s epicenter jagged crevasses fell into oblivion into a maze of tortured earth. In the limelight of the glow, the foundations of the tower aged rapidly cracking into pebbles which crumbled into dust. The water of a nearby broken river flowed backwards from the nether of a steep cliff. The light itself shimmered and danced like the Aurora Borealis above, which was merely a reflection of this spectacle as the atmosphere flowed as water around the pillar of light in a whirlpool of defiance against reality. Cyrasai knew that his foe was close, and readied his weapon once more, cursing himself for leaving his vox caster behind him in the barracks. For a moment his trained instincts told him to flee, but the dancing light held him transfixed in a dumb stare. He knew he should leave, his inner voice screamed for him to run as fast as he could in the other direction even. Yet he found himself physically unable as he continued to gawk into the pools of light trailing from the torn earth. In an incandescent flash, a giant figure leapt from the central pillar, clad in armor identical to the light behind it. The shaped was nearly invisible in the light and it moved so quickly Cyrasai had originally thought it was merely another ribbon of light bound skyward, before he saw the creature step from its camouflaged backdrop. No human in existence could match the speed of this mysterious beast as it clipped around him in a circle, distending awkwardly, as though light itself attempted to catch it. With a clenching of his stomach, Cyrasai saw it, the unmistakable sigil of a servant bound to the will of the Dark Gods. Upon reflex he squeezed the trigger of his bolter at its blurred form. Cyrasai instantly felt a bone chilling numb as he watched in horror his round slowing to a standstill before his eyes, its trail of fire clearly visible as it broke the sound barrier in slow-motion. When the round had come to its inexorable halt, it reversed its course, carrying with it the ripples of sound that it had only moments ago punctured the air. One by one, the sound waves retreated to their source as the bolt retracted inexorably into the barrel of Cyrasai’s weapon, and with a neat click of his round set in its primed position once more, Cyrasai’s felt himself frozen, unable to act or speak, but still able to hear, as though his brain had shut off all functions except for his hearing. The once fluid light turned into a solid, as though it had been captured in a picture. Time itself stood still, and Cyrasai could only watch as the glowing being now walked the earth in an untroubled stroll, producing an icy glaive in hand that seemed cleaved from a glacier. The fiend spoke in a rhapsody of tangled voices that overlapped and echoed as though nine speakers of the same hideous voice spoke simultaneously, “Tell your Lordship, his youthful days have long been spent, the Dark Lord has plans that involve his end and will come to fruition in time, and your role in my master’s dance will come to pass in exactly nine days. When he asks who sent you, tell him it is I, Uz’alny chosen servant of Tzeentch. Steel yourself, master Cyrasai, for when that time comes to pass, no force in the universe can save your soul from the Weaver of Fate, not even time itself.” Uz’alny let the last word roll over its slick tongue, before reversing his speech in a garbled insane mess. The glowing spear shimmered for a moment its icy chill tangible to Cyrasai’s skin even from the distance between them. In a flash Uz’alny was upon Cyrasai’s helpless body as he tried to force his hand to the armored helmet of his assailant, he found it steadily gripping his weapon before finally beginning to slowly move upwards. Uz’alny considered the crawling motion for a moment, before drawing uncomfortably close to Cyrasai. The crystalline armor burned sores in his skin as tendrils of raw energy lashed out in corporeal arms, just grazing the hairs of his neck and chin. “And so you don’t forget,” Uz’alny hissed through his great twisted helm, as he pressed a jeweled ring into Cyrasai’s slowly outstretching hand, burning his flesh terribly. Flashes of time unending, rent Cyrasai’s mind in horrible flashes of mortality. Indescribable, visages of the warp itself burnt themselves into Cyrasai’s as he attempted to scream in his supernatural inhuman pain, yet his voice was as slow as his hands as he watched through the blinding pain and malefic visions the slow decent of his bolter as he let go of it. It tumbled end over end in a sluggish arc, as it descended like the slow march of time to its inevitable jarring halt, each passing of its muzzle faster than the next, until finally it hit ground muzzle upwards. In a roaring flame Cyrasais saw the black bolt flash past his head, burning his tattered clothes as it disappeared above him. “What the ruddy ‘ell you think you’re doing soldier, trying to absolve yourself?” came the call of a merchant staring blankly at him from across the way. Stupefied, Cyrasai looked up to see the giant clock tower keeping its time, only a mere second after he had last seen its face in this daylight. The river flowed steadily past under reinforced steel and rockcrete bridge, as passersby merely glanced at him with mild interest before moving on. He looked down at his trembling palms to see they were bare, and with a sigh of relief, reached to pick up his bolter, only to see to his wretched horror that upon the back of his hand was burnt a sigil of Tzeentch. Its wavy ‘L’ a dark red in his pink flesh, inside its circle was a sundial moments before the final hour. Taken together, it was the unmistakable badge of the Dark Lord’s most devoted of servants, truly the Nemesis of all. The Us’alnia some called them, to others, they were the Time Wardens. All who knew of them agreed however, they were the masters of time, stewards to fate itself. As Cyrasai stared emptily at the burnt mark in his skin, knowing that the words he may have heard an age ago sang true; he was a doomed man, and not even time itself could save him from the fate that the Dark Gods had chosen him for. +End of Memory Transcription+ CC and suggestions welcome. We;ll see what awesomeness we can make of the Time Wardens. Automatically Appended Next Post: Possibly more to come later... I have a few more idea's but I have life to get back to... Damn you Tzeentch... trying to help you and all you do is conspire against me....
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This message was edited 9 times. Last update was at 2012/07/22 02:04:42
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![[Post New]](/s/i/i.gif) 2012/07/20 15:57:09
Subject: Tzeentch's answer to the Grey Knight's.
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Fixture of Dakka
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DemetriDominov wrote:You know, as awesomely powerful as GK’s are, they need a proper antagonist.
Their enemy is Chaos. It doesn't really get any bigger than that.
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"'players must agree how they are going to select their armies, and if any restrictions apply to the number and type of models they can use."
This is an actual rule in the actual rulebook. Quit whining about how you can imagine someone's army touching you in a bad place and play by the actual rules.
Freelance Ontologist
When people ask, "What's the point in understanding everything?" they've just disqualified themselves from using questions and should disappear in a puff of paradox. But they don't understand and just continue existing, which are also their only two strategies for life. |
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![[Post New]](/s/i/i.gif) 2012/07/20 21:50:37
Subject: Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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Did you even read what I proposed? No criticism apart from: Chaos is too badass already, we don't need anything apart from the "The Way It Is?". Well sir, if we're boiling CC to be that flat, here's my response: Chaos needs more of me, and I intend on obliging it.
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![[Post New]](/s/i/i.gif) 2012/07/20 23:08:38
Subject: Tzeentch's answer to the Grey Knight's.
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Wraith
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EDITED: Honestly, I can't provide constructive feedback on something this awful. If you can't see what's wrong with these units, I don't think anyone can help you.
I'll just say I knew this would be terrible when I saw "Tzeentch's answer to Grey Knight's" instead of "Grey Knights".
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This message was edited 8 times. Last update was at 2012/07/20 23:16:58
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![[Post New]](/s/i/i.gif) 2012/07/20 23:24:59
Subject: Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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Fair enough, but really..... what's wrong with them... in your honest opinion, why do they suck?
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![[Post New]](/s/i/i.gif) 2012/07/20 23:30:25
Subject: Tzeentch's answer to the Grey Knight's.
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Wraith
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Space Marines stats except better strength (able to instagib T3 models), better initiative, a technically worse save but it's invulnerable, and a Lance weapon that gets stronger every time it shoots (BTW, you forgot to give a range for the weapon and forgot to give a unit size), for the same cost as a Space Marine. Oh, it also has Warp Speed and is immune to Perils of the Warp. How does that strike you as even remotely reasonable?
Serious question, how old are you? You write narrative like someone with a proper grasp of writing and the English language, then write rules like 12 year old.
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This message was edited 9 times. Last update was at 2012/07/20 23:50:32
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![[Post New]](/s/i/i.gif) 2012/07/21 00:10:28
Subject: Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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I find the question of my age irrelevant, the substance of my rules overrules my capacity of the English language in this case. I mean't for these beings to be overpowered to begin with, because it's usually much easier to nerf than it is to buff- or at least for me because I have a plan.
With a proper distance, I'm thinking a fairly standard 24 Inches, the lance weapon is fair; one must fire at the same target every turn to receive the D3 strength modifier, otherwise it's just a Bolter with ap 4.
You've also not read past their stats, I suggest you do so before we continue this conversation. They have special rules, like being able to control the flux of time, teleportation, and divination.
I will work on nerfing their base stats to match the might of GK's, not surpass it. Thank You.
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![[Post New]](/s/i/i.gif) 2012/07/21 00:43:05
Subject: Tzeentch's answer to the Grey Knight's.
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Secret Inquisitorial Eldar Xenexecutor
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I like the idea of Tzeentch's answer to "blah", though I think the execution of this particular list needs a little tweeking.
I'll be the first to admit that I've not read the whole thing (sorry, need sleep), here's what strikes me first:
- Kai guns are just unfair. Wounding pretty much any standard unit (and a fair few elites / hq's) on a 2+ and denying their armour save? Wouldn't wana play against that! 2 shots per gun too? 5 of these guys can wipe out a tac squad...
- Allowing the sentinels to repeat their devastating shooting phase is just... wrong. If you want to table your opponent on turn 1 then sure, but how's that fun for anyone?
- Time lance. No point giving it the lance rule if it can't even glance the 12 rated armour in the first place. Currently, this thing can take out armour 10 only, after repeated glance shots on a 6. I get the increasing strength thing to try and address that, though to be honest I just wouldn't consider these. Multiple turns to take down a rhino? No thanks, I'll whomp it with a missile launcher and mop up the rest later.
- Mulltiple codex's. You're talking about using Codex SM, Codex Daemons AND codex CSM. Can't really do that; it'd just be inbalanced. Stick to one Codex, or write it from scratch, "your choice of the best from these + any allies you want after that" is a bit much to swallow!
- Psyker level 3 on half the units? I get it, Tzeentch is the Magic Master - the Dynamo of the 40k universe - but still... Also pre-allocating the powers given to these units from what should be pre-determined lists is unfair to your opponent. Address this by dropping them to level 1 for the most part, whilst allowing a re-roll on the charts. Final roll stands.
Good theory, a good amount of tweeking and it could be fun, but as it stands no one will play this, or if they do they'll crush your minis under a carry case after a first turn loss.
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![[Post New]](/s/i/i.gif) 2012/07/21 00:50:58
Subject: Tzeentch's answer to the Grey Knight's.
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Wraith
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Seriously, the main issue is that they're loads, loads better than Space Marines, for the exact same cost. I did read past their stats; their special rules are a big part of what make the Elite guys especially OP.
Your Elite dudes cost the exact same as a Sternguard Veteran, but has more wounds, an arguably better basic weapon, a power weapon, and insane special rules.
I'm not sure what a fair points value for these guys would be, but in the case of the Troops, it's higher than 15.
Troops example:
You want them to be the counter to Grey Knights; consider this:
They fire off their psychic power, and are now, on average, I7 with 3 attacks that will wound the Grey Knights on a 2+.
So if ten of them attack a ten man Grey Knight Strike Squad:
(average D3 roll of 2 or better!) means 3 attacks at I7.
Ten Man squad of your guys has 30 attacks. Hits Grey Knights on a 4+. 15 Hits.
Wounds on a 2+. 12.5 Wounds. You're gonna kill 4 guys. Grey Knights swing back. 6 attacks 3 hit. Hammerhand means they wound on a 3+, so on average 2 wounds inflicted in return.
4+ save means on average, 1 of your guys dies. Your ten man squad is 150pts. The Grey Knights you're going to kill at least 40% of in one turn is 200pts.
Literally the only thing that the Grey Knights have better than your guys is a better save (that can be possibly ignored, whereas yours can't) and Power Weapons with the possibility of causing Instant Death (which, IIRC they can't do if they use Hammerhand as in the above example), and a better leadership, which is, admittedly, very important for units reliant on psychic powers, but not enough to justify your guys being 15 points a model.
It isn't that they're stupid overpowered per se, it's that they're stupid overpowered for their points cost. These guys seem to be superior to Grey Knights with Halberds, and Grey Knights with Halberds cost 25pts. 15pts is waaaaaaaaaaaaaaaaay too cheap.
Same goes for your multi-wound, multi-attack, able-to-move-an-extra-D6-during-both-their-and-their-opponent's-turn, with three excellent psychic powers, the ability to use all of them in a single turn, and the ability to basically get their full complement of shooting or ranged attacks twice in a single phase, for one point more than a standard Purifier?
and they don't take wounds from Perils of the Warp.
Oh, and I somehow missed the part where they have a 50% chance to light anyone they hit in close combat on fire.
This is nonsense. Those Troops should probably cost at least 30 and the Elites something like 50.
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This message was edited 4 times. Last update was at 2012/07/21 01:02:41
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![[Post New]](/s/i/i.gif) 2012/07/21 01:08:54
Subject: Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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See, now we're getting someplace. Let's not forget that the fast attack troops can also "blink" or teleport every turn, and can confer the special rule to the units they attach themselves to. I understand their ridiculousness, this is a first draft, I don't have a GK codex to compare them to, so I kinda guessed and went with uber SM's. I can't work on this anymore at this second though or else I would change it immediately. Come back soon and hopefully I can what needs to be done in real life fast enough to continue this metamorphosis of a codex. What I can tell you, I am listening: I will change their base stats and raise their point costs. Closer to Eldar, not Necron. Str 3- T- 3 Troops base points costs will be around 25 points, the elites will have smaller squads, and be around 40 - 50 points per model + upgrades. I will redo the Masters of Space and Time Special Rule. - to the two below: Possibly give the entire army this ability: Riftwalk - The Wardens ignore terrain, and can pass through it harmlessly. They cannot end their turn *inside* a piece of terrain. Give the Elites this ability - Chronoshift - ,The Sentinels are able to wind back the clock in an effort to avert their demise, upon taking lethal damage, the model may take an individual leadership test, if they pass they remain in play with a single wound. If they fail, their vestments holding them within the physical realm have been abolished and they are removed as a casualty. This takes an enormous amount of energy to accomplish successfully and reduces the leadership of the entire unit by 1 (to a minimum of 1) for the remainder of the game for every successful Chronoshift. , I will chuck the Kai Gun, and give them stormbolters that fire nerfed versions of Inferno Bolts - Likely, Range: 24 Assault 2 Str 4 Ap 4 (no blast) All units are now Pysker level 1 - and may take their invulnerable save if they suffer a Perils of the Warp. The Time Lance will be as follows: either: 24" Assault 2 str 4 ap 5. If the unit remains stationary during the movement phase, they may opt not to fire and instead take a psychic power test, if successful, they consume a warp charge and their weapons become Heavy 1 Str 8 ap 3. The Fast Attack ability is now simply an ability that requires a leadership test to accomplish. My reason: this army is pinned to the idea of "dancing" around your enemy by hopping short distances, dealing damage, and then retreating if you can. It's why they have virtually no heavy support, or vehicles., and will probably have a rule about how they can field allied armor. HQ That is the rule, Kitch, you have to pick either a Chaos Lord, a Daemon Prince, or a Greater Daemon of Tzeentch, which is almost identical to the codex: CSM. I'm not sure how that's not fitting of a Chaos force? Allies The Forces of Chaos. Reason: GK's can be allied with any force in the Imperium, if these baddies are their "equals" why should the Time Wardens be limited? Think that's about it for now, I've run out of time, but I'm eager for more CC, discussion, and Fateweaving... which reminds me... I think I've found another unit.... The Weavers. (Troops) And Riftstalkers. (More Elites) Gah.. got addicted to the scheming and plotting, gotta go lol.
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This message was edited 5 times. Last update was at 2012/07/21 01:57:25
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![[Post New]](/s/i/i.gif) 2012/07/21 02:03:33
Subject: Tzeentch's answer to the Grey Knight's.
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Fixture of Dakka
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They're too strong. You need to tone them down a lot or raise their costs substantially. Honestly, I just read the first 2 units and I didn't need to read the rest. They are way OP and I would never want to play against them.
Sorry, but I will have to give constructive criticism a little later.
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![[Post New]](/s/i/i.gif) 2012/07/21 06:10:50
Subject: Tzeentch's answer to the Grey Knight's.
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Fresh-Faced New User
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The pre C'Tan Necrons would have a human profile with T-4. I'd also give them either LD-9 or LD-7 with 3D6 and pick two.
So, merging that soul with an Eldar would give you-
WS-4 BS-4 S-3 T-4 W-1 I-4 A-1 LD-9 Fleet, Daemon 5++
Throw in some Tzeentchian meddling to let them play with time.
WS-4 BS-4 S-3 T-4 W-1 I-6 A-2 LD-9 Beast, Daemon 4++ ~25 point statline including Warpfire. Give them Power Weapons for +15.
Let them use Warpfire (The 'weapon' Horrors use) 18" S-4 AP-4 Assault 3
Let them use Warptime from C: CSM- Blessing. At the start of either player's turn roll psychic test. Reroll all to hits and wounds for the rest of that turn. +15
Can take Bolt of Infinite Nonexistence- Psychic Power, Focused Witchfire. 6" S-10 AP-1 / 12" S-7 AP-4 / 18" S-4 AP-6 / 24" S-1 AP- Each of these is Heavy 1, Soul Blaze and Gets Hot. (Elites take the same power as a Beam. Note that every 6" the S drops by three for purposes of modifying due to hits with the Beam rule.) +45, +75 for Elite version
Searing Touch- Every to hit of a 6, or an enemies to hit roll of 1 in Close Combat (reroll or not), the Warden gains one more attack used immediately. This attack cannot create further Searing Touch rolls. +5
OP you need to decide if they are more Daemon or Daemon Prince-like. If they are Daemons they do not need to roll psychic tests, if they are DP's, they are psykers and they do. If they are psykers, Brotherhood should be used. If they don't have to roll for their powers, they should cost more.
So, 25+15+15+5= 60 points.
Fast (12") high Int unit with 4 AP-3 attacks on the charge. Mid range, high number of ranged attacks, ignore med armor. Can potentially reroll all to hits and wounds. They are T-4 with 4++ so semi vulnerable to small arms- 10 bolter hits do 2.5 wounds. 10 Lascannon hits do 5 wounds.
Standing and shooting- 5 models do 10 hits, ~2 kills to marines, ~6.5 kills to guard. With rerolls that's 13.3 hits, ~3.3 kills on marines ~11.5 kills on guards O___O But this is at 18", well within return fire range. It's much better to lurk behind cover waiting for an enemy unit to come within your (huge) charge range, shoot, charge with 20 I-6, AP3, rerolling attacks-- vs marines that's 15 hits +3 Searing Touch, 10 kills. Dayum, son. Before they can move... Vs. guard ~18 hits +3 Searing Touch, 15 kills.
Vs. TH/ SS Terms Shoot- 13.3 hits, ~1.5 kills CC- 15 hits + 3 Searing Touch, 10 wounds, 3.3 kills Swing back- with 3 terms- 6 attacks, 1.5 kills. (of course, one of their attacks will likely give you an attack, but I forgot to factor that in) And if the terms charged you, they still go last. They'd up from 1.5 to ~2.25 kills on you.
I've created a monster D: If you use Warptime and shoot then charge a blob'o'meat you'll do ~30 kills... That's 360+ worth of meat for only 3-00 points of Wardens.
Hello Mr. Nerf Bat.
OP, you can use that unit as your Elites
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This message was edited 1 time. Last update was at 2012/07/21 06:13:12
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![[Post New]](/s/i/i.gif) 2012/07/22 01:46:58
Subject: Re:Tzeentch's answer to the Grey Knight's.
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Veteran Inquisitorial Tyranid Xenokiller
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Codex Update: The Fora Time Wardens Time Warden Global Special Rules - Empyrean Mastery – No other beings have as an acute understanding of the passage of time and the crossing of space as The Time Wardens, they gain the Necron Ability: Wraithwalk*. In addition: Though infused with the power of Tzeentch and are often mistaken for them, The Wardens are not demons, but are not entirely of the physical realm either, their damned souls existing on a plane somewhere in limbo between the two. Unless stated otherwise in their profile they are Fearless, cause Fear, have a 4+ invulnerable save, and may test for the Warp Speed Psychic ability without incurring the Perils of the Warp. *My understanding of Wraithwalk: This unit may ignore terrain, but may not claim to be "inside" an object. Allies May only Ally with other Forces of Chaos. HQ 1-2 Coming soon. Elites Sentinel’s of Fate – 40 Points per model Unit: 1-5 models. Of all the Fora, there existed a chosen council elect of the greatest warriors and mystics whose sole purpose was to guide and protect those upon the pilgrimage to create a new order in the universe. Though they remain powerful beyond compare, they have long lost such compassion and gentle hearts, defiled by the ever dominant will of Tzeentch. Now, bestowed with the gifts of their Dark Lord along with what remains of their own, they serve to protect a new order of never ceasing destruction and dark aspirations. WS – 5 BS – 4 S – 4 T -3 W- 2 A- 3 I – 5 Ld - 10 Sv – 4+ (4+invuln) Weapons: The Chains of Ceaseless Change – These weapons are collection of blades, glaives, hooks, chains, and other close combat weapons that wrap these ghoulish spirits, they are imbued with the power of the warp and are capable of sundering adamantine as easily as tenderized meat. Many foes of Tzeentch have met a fate of unending suffering by these weapons as punishment for challenging His will. Counts as powerweapons with the Strikedown ability. They also are imbued with the terrifying Ether Lance. Ether Lance – Template Str 4 Ap 3 Assault 1 Special Rules: Chronoshift - With the power of sacrifice and His Dark Will, time folds upon itself, allowing for another chance. This is a psychic ability that requires so much energy, a Sentinel must be sacrificed generate the Warp Charge required to activate it. If Perils of the Warp is triggered, the entire unit suffers from it's effects. If it is passed, and not denied it is resolved as such: The unit reverts to it's position of the previous turn, at 75% of it's maximum strength, rounding down. This can be attempted by a unit with only one model left. Example: At full strength, a 5 model unit, becomes a 3 model unit at its previous location, regardless if it was only at 1 unit (one can sacrifice themselves to return to the past). Equipment: Sentinels have access to the Warden Armory. May become Pysker level 2 at +20 points. Unit Psychic abilities: Precognition (+20 points). Misfortune (+20). Elite option 2 Riftstalkers 60 points per model. Terrifying aberrations of the deepest nightmares, these Wardens have spent far too long in the darkest corners of Tzeentch's realm. More Demon than spirits, they are capable of walking inside the warp, only to appear at the opportune moment to claim a victim and pull them back into the nightmare they rule within. WS – 5 BS – 2 S – 5 T -3 W- 2 A -1* I – 3 Ld - 7 Sv – (4+invuln) Unit: 1 - 2 models Demonic Special Rules: Stalker: The Riftstalker unit is always placed in reserve. When it becomes available, the controlling player may place the unit in base contact with an enemy model. They may assault that turn. Weapons: Close Combat Weapon. Hands of the Void: Instead of making attacks during an assault, the Riftstalker "claims" its victim by lashing out with tendrils, chains, hooks, and other nightmarish snares to drag the struggling combatant with the Riftstalker back into the merciless warp. The targeted model must take an unmodified Initiative test against the Stalker. If it fails, it is immediately removed from play as a casualty with no saves allowed. The Riftstalker must then make an Initiative test of it's own, if it passes, the Demon flees back into the warp and immediately becomes available in reserve for the next turn. If it fails, the portal closes and the Riftstalker is left to resolve combat. At it's base level, this cannot affect vehicles, and the Riftstalker cannot re-enter into a warp portal if he has already failed. Equipment: Upgrades must be taken as a unit, not as individual pieces of wargear. + 50 points per model - Claws of the Warp: Attracting even bigger demonic allies, the Riftstalker is able to bring down even greater foes. The Riftstalker may target an additional model within the unit and gains +2 to its initiative. + 50 points per model - Maw of the Warp: Attracting the biggest, most terrifying entities, such as Void Whales, and Nightcrawlers there is little stopping a Riftwalker determined upon it's prey. The Riftstalker may target an additional model within the affected unit and may target Vehicles by using a single Str 9 attack. The Riftwalker can only gain re-entry into the warp if it successfully destroys the vehicle and survives. Riftstalkers do not have access to the armory. Troops: Wardens WS – 4 BS – 4 S – 4 T -3 W- 1 A- 1 I – 5 Ld - 7 Sv – 4+(invuln) 25 points per model Weapons: Time Lance – Arcane weapons whose true names are long lost to prehistoric antiquity, these weapons pierce the veil of time itself, atrophying everything their brilliant blue bolts touch. Skin chars into ash and dust, bone disintegrates into oblivion as the rapid passing of epochs becomes the foe’s greatest enemy. There is little these weapons cannot obliterate, especially in their channeled form. Str- 4 Ap 4 – Rapid Fire range 24, or, Heavy 1 Str 8 ap 1 range 24* *A psychic test must be taken at the end of the movement phase to use this weapon. Perils of the Warp affects the entire unit. A Psychic power may be bought for this unit: Forboding + 20 Fast Attack Planeswalkers. 20 points per model 1-3 models per unit Independent Characters: May be attached independently to other units, including tanks. (Like Techpriests) Among the most powerful of the pyskers in the ranks of the Time Wardens exists those who have mastered the art of crossing through interdimensional space, or rather: planeswalking. Readily traversing the battlefield with their allies in a blink of an eye to bring the battle directly into the heart of the foe before vanishing to a safe distance out of reach, many commanders have paid with their lives to even gain a glimpse of these wretched creatures. WS – 4 BS – 4 S – 4(6) T -3 W- 1 A- 2 I – 5 Ld - 8 Sv – 4+(invuln) Weapons: Planeswalker Chagrin: Close combat weapon Adds +2 to S. Pysker Mastery Level 3. Warp Charge 1 - Burst Gate: Gate of Infinity (a teleportation spell) must be chained upon arrival to: Nova: Shockwave- measured from base of first arriving model. Heavy Support Necrotyr Remnant Time Machine 200 points The remnants of Necrotyr Technology can be seen within this arcane device. Not really so much an engine of war, but rather a large part of the prison wall that calved with the release of the Wardens. Still fused with countless souls and their enlightened technology, the Time Machine is truly a sight to behold. Clock, dials, and hourglasses depict the steady march of inevitability, those who look upon them are drawn to the timepiece associated with their own demise, and most never have time to spare. Armor - F 13, - S - 12, R - 11 Str. 6 A- 2 Walker - Daemon Weapons: Endtime Emitter - If there is evidence of the end of all time, it would unquestionably reside within the cores of these gruesome cannons. Their beams travel in a rolling blast of obliteration, scouring the very earth as they tear across its surface, leaving trails not of destruction, but of total annihilation. For without the slow passage of time, there can be no existence to mark its passing, and with no existence, no time to be recorded. To those who have witnessed the crossing of these beams however, see the truth: Though it had a beginning, and has an inevitable end, time wraps in an endless spiral upon itself. Never repeating a single moment, yet every moment identical to the last, time makes no distinction of it's own measurement. In an continuous paradox that locks the galaxy within War Eternal, there can be no release from it, no end to it, in this world, or the next, the Time Wardens transcend the planes to continue this paradigm of ceaseless torment their Dark Lord knows shall never quit. Profile: 36" Functions as a Psychic Beam: Up to: 10" S-10 AP-1, Up to: 18" S-7 AP-4, Up to: 24" S-4 AP-6, Up to: 36" S-1 AP- Heavy 1, Soul Blaze, Timeshatter. Timeshatter: Each time the Endtime Emitter fires, place a counter where it reached the maximum range. If another Endtime Emitter crosses the beam's path between its source and its end it immediately explodes as the fabric of time is shattered. The Timeshatter explosion has the following profile: S- 7 ap - 4 Large Blast, ignores cover Temporal Displacement. Temporal Displacement: Units that suffer unsaved wounds, or suffer damage as a vehicle but survive the blast from Timeshatter (Friend or Foe) are displaced in time, removed from play, and are placed in reserves. They may return to play on a 4+ on the controlling player's next turn and may deep strike without penalty anywhere on the board. If they do not return to play by the end of the game, they are forever lost in the long passage of time and count as destroyed. I think that gets the feeling of how these guys should be played fairly well. Still listening to CC. I'm sure you have it, and hopefully we're beginning to see a happy compromise.. or at least we're getting closer to it. More to come later: HQ Troops Armory 666 posts.... the... Grey Knights must be watching...
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This message was edited 10 times. Last update was at 2012/07/22 02:04:21
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