Switch Theme:

Discipline of Tzeentch.  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in gb
Hallowed Canoness





Between

Cross-posted with Bolter and Chainsword;

Well, I don't know about the other Chaos Gods, but one of the big complaints I hear about the Tzeentch options in the new book is that the Psionic Discipline sucks. So, I made a fun new table that's a full Discipline instead of a silly half-discipline;

Primaris Power: Tzeentch's Warding. The Sorcerer calls upon his God to favour him in future castings. Blessing. The caster may use his Invulnerable save against the Perils of the Warp, and may reroll one die when determining the effects of any other Power manifested. Augment: Affect friendly Psykers within 12" by spending an additional Warp Charge.
1:Tzeentch's Firestorm, as Codex. Augment: Boost to AP3 by spending an additional Warp Charge.
2: Inferno, as Codex.
3: Boon of Mutation, as Codex. Augment: The caster may roll an additional Reward by spending a second Warp Charge.
4: Doombolt, as Codex. Augment: Gain Armourbane by spending an additional Warp Charge.
5: The Key. The Sorcerer reaches out with claws of ether and tears reality asunder, stepping from this world to walk great distances in a single instant. Blessing. Remove the Sorcerer and his unit from the board. Select another place within 3d6x2 inches on the board and place the models in unit coherency there, without scattering. This counts as moving, and the unit may not move again in this phase. Augment: Unit may make a normal move after casting by spending an additional Warp Charge.
6: Pink Coruscation. Eldritch lightning leaps from the Sorcerer's hand, playing across his foes and destroying them from within. Malediction. Place the small blast marker over an enemy model within 18" and scatter as if for a shooting attack. Any model at least partially under the template must make a Toughness test or lose d3 Toughness. A model reduced to 0 Toughness or below is removed from play. Augment: Increase to a Large Blast Marker by spending an additional Warp Charge.

This message was edited 2 times. Last update was at 2012/11/02 21:46:15




"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in au
Daring Dark Eldar Raider Rider



In your nightmares...

I like it. The ability to boost effectiveness by spending extra warp charges is a good idea.

2000 points. Win:23 Draw:3 Lost:3

Back after hiatus. I'll see you around! 
   
Made in gb
Hallowed Canoness





Between

Yay ^^



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
Made in gb
The Hammer of Witches





Lincoln, UK

That's... actually pretty good. No offence, but I was expecting something brokenly powerful. I like the Augment mechanic.

Personally, I don't have a problem with the Tzeentch powers, but I would be happy to use this too.

DC:80SG+M+B+I+Pw40k97#+D+A++/wWD190R++T(S)DM+
htj wrote:You can always trust a man who quotes himself in his signature.
 
   
Made in ca
Bane Lord Tartar Sauce




The only power I don't like is 6. It requires too much effort to denote which models in a unit have lost how much toughness, and overall requires a lot of rolling (roll to cast power, roll to scatter, roll to test toughness, roll to reduce toughness). It also seems extremely weak. I would rather make it "Any model hit by this power must make a toughness test. If they fail, they suffer an automatic wound with no saves of any kind allowed" or "Any model hit by this power suffers a wound on a 4+. The model may make any armour or invulnerable saves it would normally be allowed to make"

   
Made in us
Nigel Stillman





Austin, TX

I hate you...only because I had the exact same idea for an Augment mechanic for Psychic powers.

Honestly though I really like it. Pretty sad when it most likely took you only a couple of days (if that!) to come up with this, and the actual Chaos codex was in development for far longer.

This message was edited 1 time. Last update was at 2012/11/06 03:39:56


 
   
Made in gb
Hallowed Canoness





Between

Regal;
Your suggestions for Pink Coruscation actually nerf it quite a lot, especially the latter - Yes, a single wound for every model under the template with no saves seems powerful, but it also lacks anything that makes it feel especially Tzeentchian. It's basically just a boom gun. Likewise, the latter suggestion is basically useless. Woudns on a 4+ then allows saves as normal? I'd rather use my bolt pistol, thanks. At least that way I ignore 5+ saves.

It took me about two hours to write the first draft, then I've been working on it since, mostly with the help of Raven Angel and Rev. Tiberius Jackhammer over at B&C. This is what the most recent iteration looks like;

Primaris Power: Tzeentch's Warding. The Sorcerer calls upon his God to favour him in future castings. Blessing. The caster may use his Invulnerable save against the Perils of the Warp, and may reroll one die when determining the effects of any other Power manifested. Augment: Affect friendly Psykers within 12" by spending an additional Warp Charge.
1:Tzeentch's Firestorm, as Codex. Augment: Boost to AP3 by spending an additional Warp Charge.
2: Inferno, as Codex.
3: Boon of Mutation, as Codex. Augment: The caster may roll an additional Reward by spending a second Warp Charge.
4: Doombolt, as Codex. Augment: Gain Armourbane by spending an additional Warp Charge.
5: The Key. The Sorcerer reaches out with claws of ether and tears reality asunder, stepping from this world to walk great distances in a single instant. Blessing. Remove the Sorcerer and his unit from the board. Select another place within 3d6 inches on the board and place the models in unit coherency there, without scattering. This counts as moving, and the unit may not move again in this phase. Alternately, this power can be used in the Assault phase, however doing so incurs a Dangerous Terrain check for every model moved. Augment: By spending an additional Warp Charge, the unit may elect to either) increase its move to 3d6x2 in the Movement phase or) Ignore the Dangerous Terrain check in the assault phase.
6: Pink Coruscation. Eldritch lightning leaps from the Sorcerer's hand, playing across his foes and destroying them from within. Malediction. Place the small blast marker over an enemy model within 18" and scatter as if for a shooting attack. Any model at least partially under the template must make a Toughness test or lose d3 Toughness for the rest of the game. A model reduced to 0 Toughness or below is removed from play. Augment: Increase to a Large Blast Marker by spending an additional Warp Charge.



"That time I only loaded the cannon with powder. Next time, I will fill it with jewels and diamonds and they will cut you to shrebbons!" - Nogbad the Bad. 
   
 
Forum Index » 40K Proposed Rules
Go to: