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![[Post New]](/s/i/i.gif) 2013/05/16 16:17:54
Subject: Custom Warlord Traits
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Morphing Obliterator
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First page edited to show all of the submissions so far in one place. I have tried to credit everybody's ideas to the right user. Apologies if I made any mistakes or missed anyone! So far I think the only ones who don't have any ideas here are Sisters and Necrons. Let's have some ideas for them next! Heres mine for Dark Eldar: 1. Connoisseur of Pain - The Warlord and his unit start the battle with a single Pain Token (or an extra one if they already start with one) 2. Lord of the Dark City - Any unit led by the Warlord is Stubborn and causes Fear 3. Lightning Assault - The Warlord and his unit may disembark from their vehicle after it has moved 12" instead of the usual 6" but may not use Fleet on the turn they charge. 4. Strike at Their Leisure - The Dark Eldar player may decide to force Night Fight for the 1st turn of the game. If Night Fight is already in effect, it extends to the second turn as well. 5. Arena Champion – The Warlord and their unit gain the Shred special rule in close combat 6. Treacherous Assassins - The warlord and the unit he is with gain precision strikes that may even be allocated into a challenge. Special Character Defaults: Lelith - Arena Champion Urien - Connoisseur of Pain Lady Malys - Strike at Their Leisure Sliscus - Lightning Assault Decapitator - Treacherous Assassins Vect - May choose his Warlord trait for each game instead of rolling randomly Strike at Their Leisure and Treacherous Assassins are the work of Exergy not me though! Space Wolves 1. A Matter of Honour - The Warlord can never refuse challenges, but gains Preferred Enemy when fighting them. 2. True Son of Fenris - The Warlord may re-roll the LD test for using Counter Attack. 3. Death World Native - The Warlord and his unit may re-roll difficult and dangerous terrain rolls and gain Fleet if they don't already have it. 4. Honoured Champion - The Warlord automatically passes Look Out Sir rolls 5. Legend of the Old Times - The Warlord and all units within 12" roll an extra D6 for leadership tests and discard the highest 6. Old Habits Die Hard - The Warlord and his unit gain +1 to any Deny the Witch rolls they make Special character Defaults: Canis - Death World Native Ragnar - A Matter of Honour Njal - True Son of Fenris Logan - Legend of the Old Times Ulrik - Honoured Champion Bjorn - Old Habits Die Hard Got some suggestions for Eldar now: 1. Vengeance of Khaine - The Warlord and his unit gain Hatred vs the opposing army. 2. Blessing of Lileath - The Warlord and his unit gain Feel No Pain (or FNP on 4+ if they already have it) 3. Co-ordinated Assault - The Eldar army may re-roll any Reserve rolls they make (whether passed or failed) 4. The Skein of Fate - The Warlord and his unit (or one unit within 12" of him) gains the Skyfire and Interceptor rules for one game turn 5. Discipline of the Path - The Warlord and his unit are classed as being Stubborn 6. Shield of Vaul - Select D3 units in the Eldar army. These units gain the Shrouded USR Special Character Defaults: Phoenix Lords (all): Vengeance of Khaine Yriel: Co-ordinated Assault Eldrad: The Skein of Fate From Pykeman07 Blood Angels Warlord Traits: 1-Nominate up to D3 Infantry units in your army before deployment. Those units gain the Scouts special rule. 2-Models with the Red Thirst special rule may subtract 1 from the dice to determine if they succumb. 3-Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1. 4-Your Warlord, and his unit, gain the Fleet special rule. 5-Your Warlord, and his unit, gain +1 initiative on the turn they assault. 6-Your Warlord, and his unit, have the Counter-attack special rule while they are within 3" of an objective. From Dakkamite Da Boys need sum representin' too! 1. Blessed by Gork: Select 1d3 infantry units in your army. These units gain +1 Strength during the WAAAGH, as does your Warlord 2. Blessed by Mork: Select 1d3 infantry units in your army. These units gain +1 Initiative during the WAAAGH, as does your Warlord 3. Da Biggest and da Strongest: Your Warlord randomly gains one of the following: +1 S, +1 T, +1 W. The Warlord must always accept challenges. 4. Sneeky Git: The Warlord, and one other unit that he must be attached to, gain the outflank, infiltrate, or scout special rule - your choice. 5. Weirdboss: Your Warlord gains a limited ability to use weirdboy powers. In any one shooting phase, you may opt to roll on the Weirdboy psychic power table instead of shooting. If your Warlord is already a Weirdboy/Warphead/Zogwart, they get one free re-roll on top of any others they already may get to determine what power is activated. 6. I'm da boss now!: One Nob in your army challenges your Warlord for the title of boss! Unless you have no Nobs in your army, in which case nothing happens, both players pick any one Nob model, and then randomize between the two as to which fights the boss. Resolve a battle to the death between the two characters after deployment, but before the game starts - if your Warlord wins, they roll twice on this table. If another 6 is rolled, immediately resolve another challenge, and gain +2 additional rolls, and so on until you run out of Nobs or don't roll a 6. From the Custom Lime Imperial Guard: 1-Artillery Commander: Once per turn, you may reroll a scatter die for a shot if the vehicle firing has the barrage special rule. 2-Veteran Officer: If a CCS, you may reroll one leadership check when giving orders. If any other HQ unit, add +1 to your leadership for a maximum of 10. 3-Warrior of the Ecclesiarchy: The warlord and it's unit gain Hatred: Chaos/Chaos Space Marines and stubborn. This must choose one squad in a combined squad to gain these special rules. 4-Fights on his own terms: You may elect to reroll the die to decide whether night fighting is in place or not. 5-City Fighter: The warlord and his retinue gain the "Move through cover" special rule. In addition, if the warlord is in a dedicated transport it may reroll dangerous terrain checks. 6-Targetting Matrix: The warlord may elect a unit to shoot down those pesky fliers once per turn. The elected unit gains skyfire until the end of the shooting phase. From Cpyke Imperial Guard Warlord Traits: 1. Once per game, you may re-roll the dice to determine if the game continues. 2. Your Warlord, and all friendly units within 12", re-roll To Hit rolls of 1 when shooting at enemy units that are within 3" of one or more objectives. 3. Whilst your Warlord is alive, you can re-roll any Reserves rolls (failed or successful). 4. You may re-roll the dice to determine if Night Fighting is in effect. 5. The Warlord gains an additional 6" to the range at which orders can be issued. If the Warlord cannot issue orders, he may nominate another to gain this bonus. 6. The Warlord gains the "At All Costs!" order (6" command radius if not specified): If the order is successfully issued, choose one Close Combat visible to the Warlord. the ordered unit may immediately shoot at the target counting both enemy and friendly models as enemies. Grey Knights 1. Honed Mind: Your Warlord gains the Adamantium Will special rule. 2.Master of the Warp: The Warlord may re-roll Perils of the Warp results. 3.Aetheric Aim: One Use Only: Declare your Warlord is using this ability at the start of one of your Shooting phases. For that phase, the Warlord and his unit, have the Skyfire special rule. 4.Daemonhunter: The Warlord's Melee weapon count as S+1 AP2 against enemy psykers and daemons. 5.Psychic Aura:Enemy units within 12" of the Warlord have a -1 penalty to their Leadership value (-2 for psychic tests). 6.Seasoned Warrior: The Warlord's attacks are Precision Shots or Precision Strikes on a 5+. Orks 1. Is that all ya got!: Your Warlord, and all friendly models within 6" (maybe 12"?), gain the Feel No Pain 6+ special rule. 2. Rok Drop: Nominate up to D3 Infantry units in your army before deployment. Those units gain the Deep Strike special rule. If they scatter onto enemy units, do not roll for mishap. Instead, both units receive 2D6(roll separately for each) S6 AP- hits. From CrazyTerran Codex: Space Marines 1: Hate the Xenos, Purge the Xenos: The warlord and his unit gain Hatred(Xenos) as long as the Warlord is alive. 2: The Emperor Protects: The Warlord and his unit gain a 6+ Invulnerable Save for the battle. 3: Ally of Mars: Once per game, you may ask your opponent to reroll on the Vehicle Damage Chart after one of your vehicles suffers a penetrating hit. 4: No Forgiveness for Traitors: The Warlord and his unit gain Hatred(Chaos, Imperial Guard) As long as your Warlord is alive. 5: Know No Fear: Once per turn, one unit in your army may reroll a failed Morale Test. 6: Centuries of Battle: Before the game begins, you may either reroll an unsuccessful attempt to Seize the Initiative, or force your opponent to reroll their successful attempt to Seize the Initiative. Calgar: May Choose Sicarius: 6 Tigirius: 1 Cassius: 1 Pedro Kantor: 1 Vulkan He'stan: 3 Kor'Sarro Khan: 4 Lysander: 4 Shrike: 1 From Wilytank Imma try one for the Templars. It will include the vows wrapped into them, but reworked a little bit. Your Warlord may not be the Emperor's Champion, but the Emperor's Champion also gains the benefit of the Warlord Trait though it does not confer onto any units within X range of him. Units reduced to only Neophytes do not gain any benefit from the Trait. Dreadnoughts do gain benefit from the Trait. 1. Accept Any Challenge, No Matter the Odds - Your Warlord and the Champion must declare and accept all challenges, but gain the preferred enemy special rule when fighting them. 2. Abhor the Witch. Destroy the Witch. - The Champion, the Warlord, and the Warlord's unit gain Adamantium Will and Hatred: Psykers. 3. Suffer Not the Unclean to Live - The Warlord and the Champion get +1 S and I. 4. Uphold the Honor of the Emperor. - The Champion, the Warlord, and all units within 12" of the Warlord may re-roll failed Morale, Pinning, and Righteous Zeal tests. 5. Conquer in His Name - The Champion, the Warlord, and the Warlord's unit gain the Crusader special rule. 6. Your Honor is your Life. - The Champion, the Warlord, and the Warlord's unit get Feel No Pain against Overwatch shooting attacks. From Atomaki For Space Marines: D6 - Warlord Trait 1 - Dreaded Hero: This Warlord has a dread reputation amongst the enemies of the Imperium. The Warlord has the Fear special rule. 2 - Master Strategist: The Warlord has a keen understanding of large-scale operations, controlling the units and resources at his disposal with great efficiency. As long as the Warlord is alive, you may add +1 to any of your Reserve rolls. 3 - Grim Crusader: Tempered in the fiery hell of a thousands battles, the Warlord is now war incarnate, a ruthless warrior who will not stop until all his enemies are dead. The Warlord has the Adamantium Will and Crusader special rules. 4 - Inspiring Presence: The Warlord is a figure of the most glorious legends and his mere presence is enough to greatly bolster the morale of his battle brothers. Friendly units from this codex and within 6” of the Warlord may re-roll failed Leadership tests. 5 - Legendary Slayer: This Warlord has a habitude of challenging the most dangerous foes. The Warlord has the Preferred Enemy (Characters, Monstrous Creatures) special rule. 6 - Headstrong Commander: The Warlord has a very conservative view when it comes to the timing of his fights: they will always end whenever he wants it! As long as your warlord is alive, you may re-roll the dice to determine the random game length. For Imperial Guard: D6 - Warlord Trait 1 - Artillery Commander: This Warlord served with the various artillery regiments and has a special talent to coordinate the massive guns of the Imperial Guard. As long as the Warlord is on the table, you may re-roll the scatter dice of one friendly Barrage weapon per turn. 2 - Rifles Commander: This Warlord has a long and honoured career with one of the myriad rifle regiments and can order his troops to use a highly destructive lasgun volley. All lasguns and hellguns used by the Warlord and his unit gain the Shred special rule. 3 - Veteran Commander: The Warlord has partaken in dozens of campaigns. War is his wife and lover, and he is always eager to prover her his own worth. The Warlord and his unit gain the Counter-Attack and Stubborn special rules. 4 - Sapper Commander: The Warlord has a group of skilled combat engineers under his command who could make quick yet effective pre-battle preparations. During deployment, you may select one piece of terrain in your deployment zone and increase the cover save it would offer by 1 for the rest of the battle. 5 - Assault Commander: The Warlord is famed from his reckless attacks, usually catching his opponents flat-footed with his unconventional tactics. You may re-roll your failed Seize the Initiative roll or force your opponent to re-roll his successful Seize the Initiative roll. 6 - Special Operations Commander: The enemy chain of command buckle and tremble when this Warlord sets his plans into motion, as he values the enemy commanders high - and their death even higher! As long as your Warlord is alive, you gain +1 Victor Point for each enemy HQ unit destroyed by your units. From Starhunter25 Tyranids: 1: Exalted Synapse: Extends synapse range by 6" (making it 18") Also, tyranid models within 6" gain Feel No Pain (6+) 2: Master of the Swarm: All termigant, hormagaunt, and gargoyle* broods purchased (so no tervigon shenanigans), when destroyed, are automatically restored to full strength and placed into ongoing reserves 3: Choked Skies: Any non-tyranid flier or swooping flying monstrous creature has it's movement impeded. Fliers that move more than their minimum distance must take a dangerous terrain test, and swooping flying monstrous creatures must pass a grounding test 4: Gestalt Conscious: Once per game, all tyranid units may use the warlord's leadership for any leadership or morale tests they are need to make. In addition, they may also choose to use the warlord for drawing line of site, be it for shooting (affects cover) or assault. This effect lasts until the beginning of the player's next turn. 5: Voracious hunger: The warlord and any tyranid unit within 6" may re-roll Sweeping Advance check. Any unit successfully swept by a unit affected by this ability awards an extra victory point. However, units that are successful may not consolidate after combat 6: Extension of the Hive Mind: If the warlord becomes a psyker, And adds 1 to it's mastery level. (Prime becomes ML1, hive tyrant would be ML2) *Only if warlord is Jump Infantry/FMC Would it be too much if Exalted Synapse instead added 1 to FNP, so units without it gain 6+, or if they have catalyst/endurance/other effect on them, they gain +1 to it? So Walking HT warlord with 3x tyrant guard, with a tervi in troops. Tervi casts endurance on HT unit, so they gain 4+ FNP. Too much? Just right? .. ... comeon Tau get Ripties that ignore cover... Swarmlord may re-roll result, but must re-roll second Most were just kind of thrown together for what felt tyranidy. Most are either meh or overpowered, but that's the purpose of this forum anyway! Edits because I caught typos and miss-worded some of them. All shall rue the day I manage to properly arrange my sentences!!! Edits 2+ because I'm really bad at this posting thing apparently..
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This message was edited 4 times. Last update was at 2013/05/24 12:04:44
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/16 16:40:12
Subject: Custom Warlord Traits
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Potent Possessed Daemonvessel
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So looking at these here are my thoughts
DE
1.) Reword as start the game with a pain token, if they have a pain token they start with an additional token
2.)No issue here
3.) feels too power full (allows for 30" assault seems a bit too good.) I might change this to Can disembark but not assault, or may only Disembark 3" or something.
4.)I think 2 turn is too much (so you roll first, then get to choose?) I think I would say get to decide whether it is night fighting on turn 1 or turn 5.
5.)Probably ok
6.) Disagree with allocating into challange, I get the fluff, just think it is too good in game terms (so I accept your challange with a chump character then hit him with my warlord. Might be ok if it was just the warlord. Even then I might go with Warlord has Precision strike on a 4+ or somthing.
Wolves
1.) OK
2.)Seems too complicated, migt jsut stick to warlord and his unit my re-roll the counter attack test.
3.)Seems OK, makebe include re-roll dangerous terrain, otherwise giving it to canis has almost no purpose, he does not take Difficult terrain rolls, and has fleet.
4.)Might say something like warlord auto-passes LOS rolls. The enemy can strike at him but his brothers throw themselves in the way.
5.)Too good, and how do you work this with the Leader of the Pack rule (can I pick something another character has?) Essentially this is a free 30ish point upgrade.
6.) OK
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![[Post New]](/s/i/i.gif) 2013/05/16 16:41:18
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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Well first I will put the Blood Angels one here too:
Blood Angels Warlord Traits:
1-Nominate up to D3 Infantry units in your army before deployment. Those units gain the Scouts special rule.
2-Models with the Red Thirst special rule may subtract 1 from the dice to determine if they succumb.
3-Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1.
4-Your Warlord, and his unit, gain the Fleet special rule.
5-Your Warlord, and his unit, gain +1 initiative on the turn they assault.
6-Your Warlord, and his unit, have the Counter-attack special rule while they are within 3" of an objective.
I have a few more as well that I've been working on that I'll post up later. I made a set for the Space Wolves as well so we can compare the two. Automatically Appended Next Post: Here are the warlord traits that I made for the Space Wolves
Space Wolves
1.Your army gains 1 victory point for each enemy character slain by your Warlord in a challenge.
2.Nominate up to D3 Infantry units in your army before deployment. Those units gain the Outflank special rule.
3.The Warlord, and all friendly units within 12" of him, roll an additional dice when making Leadership tests, discarding the highest.
4.The Warlord re-rolls all failed To Wound rolls against enemy Characters and Monstrous Creatures.
5.The Warlord, and any Space Wolves unit he is in, has the Feel No Pain special rule whilst they are within 3" of an objective.
6.Your Warlord, and his unit, have the Furious Charge special rule when attacking an enemy within 3" of an objective.
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This message was edited 1 time. Last update was at 2013/05/16 18:27:32
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![[Post New]](/s/i/i.gif) 2013/05/16 20:16:29
Subject: Custom Warlord Traits
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Disguised Speculo
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Da Boys need sum representin' too!
1. Blessed by Gork: Select 1d3 infantry units in your army. These units gain +1 Strength during the WAAAGH, as does your Warlord
2. Blessed by Mork: Select 1d3 infantry units in your army. These units gain +1 Initiative during the WAAAGH, as does your Warlord
3. Da Biggest and da Strongest: Your Warlord randomly gains one of the following: +1 S, +1 T, +1 W. The Warlord must always accept challenges.
4. Sneeky Git: The Warlord, and one other unit that he must be attached to, gain the outflank, infiltrate, or scout special rule - your choice.
5. Weirdboss: Your Warlord gains a limited ability to use weirdboy powers. In any one shooting phase, you may opt to roll on the Weirdboy psychic power table instead of shooting. If your Warlord is already a Weirdboy/Warphead/Zogwart, they get one free re-roll on top of any others they already may get to determine what power is activated.
6. I'm da boss now!: One Nob in your army challenges your Warlord for the title of boss! Unless you have no Nobs in your army, in which case nothing happens, both players pick any one Nob model, and then randomize between the two as to which fights the boss. Resolve a battle to the death between the two characters after deployment, but before the game starts - if your Warlord wins, they roll twice on this table. If another 6 is rolled, immediately resolve another challenge, and gain +2 additional rolls, and so on until you run out of Nobs or don't roll a 6.
All powers on this chart stack. If, due to rolling a six, you end up getting say, two Blessed by Gork results, the selected units gain +2 Strength instead of +1
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This message was edited 1 time. Last update was at 2013/05/16 20:20:07
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![[Post New]](/s/i/i.gif) 2013/05/17 02:05:40
Subject: Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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Dakkamite wrote:Da Boys need sum representin' too!
1. Blessed by Gork: Select 1d3 infantry units in your army. These units gain +1 Strength during the WAAAGH, as does your Warlord
2. Blessed by Mork: Select 1d3 infantry units in your army. These units gain +1 Initiative during the WAAAGH, as does your Warlord
3. Da Biggest and da Strongest: Your Warlord randomly gains one of the following: +1 S, +1 T, +1 W. The Warlord must always accept challenges.
4. Sneeky Git: The Warlord, and one other unit that he must be attached to, gain the outflank, infiltrate, or scout special rule - your choice.
5. Weirdboss: Your Warlord gains a limited ability to use weirdboy powers. In any one shooting phase, you may opt to roll on the Weirdboy psychic power table instead of shooting. If your Warlord is already a Weirdboy/Warphead/Zogwart, they get one free re-roll on top of any others they already may get to determine what power is activated.
6. I'm da boss now!: One Nob in your army challenges your Warlord for the title of boss! Unless you have no Nobs in your army, in which case nothing happens, both players pick any one Nob model, and then randomize between the two as to which fights the boss. Resolve a battle to the death between the two characters after deployment, but before the game starts - if your Warlord wins, they roll twice on this table. If another 6 is rolled, immediately resolve another challenge, and gain +2 additional rolls, and so on until you run out of Nobs or don't roll a 6.
All powers on this chart stack. If, due to rolling a six, you end up getting say, two Blessed by Gork results, the selected units gain +2 Strength instead of +1
1. I'm liking it. (maybe all units within 6" to make it a bit more streamlined?)
2. This one too! (same thing here, 6"?)
3. Yep!
4. This doesn't seem like it would fit with most orks. I can't really see Gazghkull sneaking up on anyone.
5. Also doesn't seem like it would fit in alot of armies.
6. Sounds like a cool concept, but it's a bit too much for a warlord trait. Plus it
doesn't really seem like a bonus.
Here are some of mine:
1. Is that all ya got!: Your Warlord, and all friendly models within 6" (maybe 12"?), gain the Feel No Pain 6+ special rule.
2. Rok Drop: Nominate up to D3 Infantry units in your army before deployment. Those units gain the Deep Strike special rule. If they scatter onto enemy units, do not roll for mishap. Instead, both units receive 2D6(roll separately for each) S6 AP- hits.
I really liked the concept of your "I'm da boss now!" warlord trait. I attempted to make it a bit more streamlined, and a little more like a bonus.
Choose a model with the highest S value in your army (besides the warlord) Both the warlord and this model roll a D6 and add their strength to the result. The one with the highest becomes the warlord and gains +1W and +1A. It the warlord wins, the challenger is removed as a casualty, if the challenger wins, the warlord loses 1 wound.
So either you lose a model (most likely a nob) but get a better warlord, or you get a mini warboss for your army.
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![[Post New]](/s/i/i.gif) 2013/05/17 07:29:35
Subject: Custom Warlord Traits
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Morphing Obliterator
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I have made a few updates.
Dark Eldar
- Lightning Assault -The Warlord and his unit may disembark but not assault in the same turn their vehicle uses its Advanced Aethersails.
Space Wolves
- Changed True Son of Fenris to re-roll Ld tests for Counter Attack
- Changed A Matter of Honour so that the Warlord cannot refuse challenges
- Changed Death World Native to re-roll difficult and dangerous terrain tests and gain Fleet but only the Warlord
- Changed Honoured Champion so that the Warlord auto passes LOS rolls
- Changed Legend of the Old Times so that the Warlord and friendly units within 12" of him roll an extra D6 for LD tests and discard the highest (thanks to Pykeman for this one)
- No change to Old Habits Die Hard
Also loving the Ork suggestions, especially I'm Da Boss Now!
I would put a limitation of no mega armour on Sneeky Git though.
Automatically Appended Next Post:
Got some suggestions for Eldar now:
1. Vengeance of Khaine - The Warlord and his unit gain Hatred vs the opposing army.
2. Blessing of Lileath - The Warlord and his unit gain Feel No Pain (or FNP on 4+ if they already have it)
3. Co-ordinated Assault - The Eldar army may re-roll any Reserve rolls they make (whether passed or failed)
4. The Skein of Fate - The Warlord and his unit (or one unit within 12" of him) gains the Skyfire and Interceptor rules for one game turn
5. Discipline of the Path - The Warlord and his unit are classed as being Stubborn
6. Shield of Vaul - Select D3 units in the Eldar army. These units gain the Shrouded USR.
Special Character Defaults:
Phoenix Lords (all): Vengeance of Khaine
Yriel: Co-ordinated Assault
Eldrad: The Skein of Fate
Automatically Appended Next Post: pykeman07 wrote: Dakkamite wrote:Da Boys need sum representin' too!
1. Blessed by Gork: Select 1d3 infantry units in your army. These units gain +1 Strength during the WAAAGH, as does your Warlord
2. Blessed by Mork: Select 1d3 infantry units in your army. These units gain +1 Initiative during the WAAAGH, as does your Warlord
3. Da Biggest and da Strongest: Your Warlord randomly gains one of the following: +1 S, +1 T, +1 W. The Warlord must always accept challenges.
4. Sneeky Git: The Warlord, and one other unit that he must be attached to, gain the outflank, infiltrate, or scout special rule - your choice.
5. Weirdboss: Your Warlord gains a limited ability to use weirdboy powers. In any one shooting phase, you may opt to roll on the Weirdboy psychic power table instead of shooting. If your Warlord is already a Weirdboy/Warphead/Zogwart, they get one free re-roll on top of any others they already may get to determine what power is activated.
6. I'm da boss now!: One Nob in your army challenges your Warlord for the title of boss! Unless you have no Nobs in your army, in which case nothing happens, both players pick any one Nob model, and then randomize between the two as to which fights the boss. Resolve a battle to the death between the two characters after deployment, but before the game starts - if your Warlord wins, they roll twice on this table. If another 6 is rolled, immediately resolve another challenge, and gain +2 additional rolls, and so on until you run out of Nobs or don't roll a 6.
All powers on this chart stack. If, due to rolling a six, you end up getting say, two Blessed by Gork results, the selected units gain +2 Strength instead of +1
1. I'm liking it. (maybe all units within 6" to make it a bit more streamlined?)
2. This one too! (same thing here, 6"?)
3. Yep!
4. This doesn't seem like it would fit with most orks. I can't really see Gazghkull sneaking up on anyone.
5. Also doesn't seem like it would fit in alot of armies.
6. Sounds like a cool concept, but it's a bit too much for a warlord trait. Plus it
doesn't really seem like a bonus.
Here are some of mine:
1. Is that all ya got!: Your Warlord, and all friendly models within 6" (maybe 12"?), gain the Feel No Pain 6+ special rule.
2. Rok Drop: Nominate up to D3 Infantry units in your army before deployment. Those units gain the Deep Strike special rule. If they scatter onto enemy units, do not roll for mishap. Instead, both units receive 2D6(roll separately for each) S6 AP- hits.
I really liked the concept of your "I'm da boss now!" warlord trait. I attempted to make it a bit more streamlined, and a little more like a bonus.
Choose a model with the highest S value in your army (besides the warlord) Both the warlord and this model roll a D6 and add their strength to the result. The one with the highest becomes the warlord and gains +1W and +1A. It the warlord wins, the challenger is removed as a casualty, if the challenger wins, the warlord loses 1 wound.
So either you lose a model (most likely a nob) but get a better warlord, or you get a mini warboss for your army.
- I like the changes to I'm Da Boss Now! The only problem I can see is that all Nobs have a basic Strength of 4 so which would you choose? Perhaps roll a D6 for each Nob in the army. The first Nob to roll a 6 is the one who challenges. If no 6 is rolled the Ork player may choose the challenger.
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This message was edited 5 times. Last update was at 2013/05/17 08:09:51
Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/17 15:49:47
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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- I like the changes to I'm Da Boss Now! The only problem I can see is that all Nobs have a basic Strength of 4 so which would you choose? Perhaps roll a D6 for each Nob in the army. The first Nob to roll a 6 is the one who challenges. If no 6 is rolled the Ork player may choose the challenger.
I think that the controlling player could choose? Or maybe the opposing player to make things interesting.
And here are my Grey Knight Warlord traits:
Grey Knights
1. Honed Mind: Your Warlord gains the Adamantium Will special rule.
2. Master of the Warp: The Warlord may re-roll Perils of the Warp results.
3. Aetheric Aim: One Use Only: Declare your Warlord is using this ability at the start of one of your Shooting phases. For that phase, the Warlord and his unit, have the Skyfire special rule.
4. Daemonhunter: The Warlord's Melee weapon count as S+1 AP2 against enemy psykers and daemons.
5. Psychic Aura:Enemy units within 12" of the Warlord have a -1 penalty to their Leadership value (-2 for psychic tests).
6. Seasoned Warrior: The Warlord's attacks are Precision Shots or Precision Strikes on a 5+.
How do these sound? And if anyone can think up a better name for them I'd appreciate it because a bunch of mine kinda suck.
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This message was edited 1 time. Last update was at 2013/05/17 15:50:07
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![[Post New]](/s/i/i.gif) 2013/05/17 15:56:50
Subject: Re:Custom Warlord Traits
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Morphing Obliterator
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pykeman07 wrote:- I like the changes to I'm Da Boss Now! The only problem I can see is that all Nobs have a basic Strength of 4 so which would you choose? Perhaps roll a D6 for each Nob in the army. The first Nob to roll a 6 is the one who challenges. If no 6 is rolled the Ork player may choose the challenger.
I think that the controlling player could choose? Or maybe the opposing player to make things interesting.
And here are my Grey Knight Warlord traits:
Grey Knights
1. Honed Mind: Your Warlord gains the Adamantium Will special rule.
- What does this rule do?
2. Master of the Warp: The Warlord may re-roll Perils of the Warp results.
- I think something like a 4+ save against POTW would be better imo.
3. Aetheric Aim: One Use Only: Declare your Warlord is using this ability at the start of one of your Shooting phases. For that phase, the Warlord and his unit, have the Skyfire special rule.
- OK
4. Daemonhunter: The Warlord's Melee weapon count as S+1 AP2 against enemy psykers and daemons.
- Daemons yes, psykers no. GK are anti-daemon, SOB are anti psyker.
5. Psychic Aura:Enemy units within 12" of the Warlord have a -1 penalty to their Leadership value (-2 for psychic tests).
- Call it Titan's Shield or something like that and make it + 1 DTW for within 12" of Warlord
6. Seasoned Warrior: The Warlord's attacks are Precision Shots or Precision Strikes on a 5+.
- OK
How do these sound? And if anyone can think up a better name for them I'd appreciate it because a bunch of mine kinda suck.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/17 16:17:00
Subject: Re:Custom Warlord Traits
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Sadistic Inquisitorial Excruciator
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pykeman07 wrote:Well first I will put the Blood Angels one here too:
Blood Angels Warlord Traits:
1-Nominate up to D3 Infantry units in your army before deployment. Those units gain the Scouts special rule.
2-Models with the Red Thirst special rule may subtract 1 from the dice to determine if they succumb.
3-Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1.
4-Your Warlord, and his unit, gain the Fleet special rule.
5-Your Warlord, and his unit, gain +1 initiative on the turn they assault.
6-Your Warlord, and his unit, have the Counter-attack special rule while they are within 3" of an objective.
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For #2, how about D3 units automatically get Red Thirst. It wouldn't be terribly OP.
Not sure about #1. Maybe D3 non-vehicle units get scouts? That way you can scout bikes.
Lucarikx
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![[Post New]](/s/i/i.gif) 2013/05/17 16:18:18
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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Grey Knights
1. Honed Mind: Your Warlord gains the Adamantium Will special rule.
- What does this rule do? +1 to deny the witch.
2.Master of the Warp: (The Warlord may re-roll Perils of the Warp results.)
- I think something like a 4+ save against POTW would be better imo. (Well since most GK already have an Inv save that would be kinda redundant)
3.Aetheric Aim: One Use Only: Declare your Warlord is using this ability at the start of one of your Shooting phases. For that phase, the Warlord and his unit, have the Skyfire special rule.
- OK (My brother plays GK and was always wishing that he had some AA so I stole this from the tau)
4.Daemonhunter: The Warlord's Melee weapon count as S+1 AP2 against enemy psykers and daemons.
- Daemons yes, psykers no. GK are anti-daemon, SOB are anti psyker. ( GK are anti psyker too: Psyk-out grenades, mindstrike missiles, nemesis weapons with daemonbane, etc. Plus it makes it somewhat useful against most armies)
5.Psychic Aura:Enemy units within 12" of the Warlord have a -1 penalty to their Leadership value (-2 for psychic tests).
- Call it Titan's Shield or something like that and make it + 1 DTW for within 12" of Warlord (That's adamantuim will).
6.Seasoned Warrior: The Warlord's attacks are Precision Shots or Precision Strikes on a 5+.
- OK
Automatically Appended Next Post: Not sure about #1. Maybe D3 non-vehicle units get scouts? That way you can scout bikes.
Lucarikx
I like that. Makes it a bit more versatile.
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This message was edited 1 time. Last update was at 2013/05/17 16:24:20
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![[Post New]](/s/i/i.gif) 2013/05/17 16:29:50
Subject: Re:Custom Warlord Traits
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Ultramarine Librarian with Freaky Familiar
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Imperial Guard:
1-Artillery Commander: Once per turn, you may reroll a scatter die for a shot if the vehicle firing has the barrage special rule.
2-Veteran Officer: If a CCS, you may reroll one leadership check when giving orders. If any other HQ unit, add +1 to your leadership for a maximum of 10.
3-Warrior of the Ecclesiarchy: The warlord and it's unit gain Hatred: Chaos/Chaos Space Marines and stubborn. This must choose one squad in a combined squad to gain these special rules.
4-Fights on his own terms: You may elect to reroll the die to decide whether night fighting is in place or not.
5-City Fighter: The warlord and his retinue gain the "Move through cover" special rule. In addition, if the warlord is in a dedicated transport it may reroll dangerous terrain checks.
6-Targetting Matrix: The warlord may elect a unit to shoot down those pesky fliers once per turn. The elected unit gains skyfire until the end of the shooting phase.
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2013/05/17 18:22:50
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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Thanks for joining in CustomLime! I have made a set for IG also, so we can compare them.
Imperial Guard Warlord Traits:
1. Once per game, you may re-roll the dice to determine if the game continues.
2. Your Warlord, and all friendly units within 12", re-roll To Hit rolls of 1 when shooting at enemy units that are within 3" of one or more objectives.
3. Whilst your Warlord is alive, you can re-roll any Reserves rolls (failed or successful).
4. You may re-roll the dice to determine if Night Fighting is in effect.
5. The Warlord gains an additional 6" to the range at which orders can be issued. If the Warlord cannot issue orders, he may nominate another to gain this bonus.
6. The Warlord gains the "At All Costs!" order (6" command radius if not specified): If the order is successfully issued, choose one Close Combat visible to the Warlord. the ordered unit may immediately shoot at the target counting both enemy and friendly models as enemies.
Some of them are pretty similar. My favorite of these is #6. Allowing you to shoot into an assault would be a ton of fun. You would want to line up so the enemy would be hit first, or just use blast weapons and center them on the enemy. It seems like it could be a really fun rule (maybe not the most competitive though).
I really like your city fighter rule. I may replace one of mine with that.
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![[Post New]](/s/i/i.gif) 2013/05/17 22:05:50
Subject: Custom Warlord Traits
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Resolute Ultramarine Honor Guard
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Codex: Space Marines
1: Hate the Xenos, Purge the Xenos: The warlord and his unit gain Hatred(Xenos) as long as the Warlord is alive.
2: The Emperor Protects: The Warlord and his unit gain a 6+ Invulnerable Save for the battle.
3: Ally of Mars: Once per game, you may ask your opponent to reroll on the Vehicle Damage Chart after one of your vehicles suffers a penetrating hit.
4: No Forgiveness for Traitors: The Warlord and his unit gain Hatred(Chaos, Imperial Guard) As long as your Warlord is alive.
5: Know No Fear: Once per turn, one unit in your army may reroll a failed Morale Test.
6: Centuries of Battle: Before the game begins, you may either reroll an unsuccessful attempt to Seize the Initiative, or force your opponent to reroll their successful attempt to Seize the Initiative.
Calgar: May Choose
Sicarius: 6
Tigirius: 1
Cassius: 1
Pedro Kantor: 1
Vulkan He'stan: 3
Kor'Sarro Khan: 4
Lysander: 4
Shrike: 1
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This message was edited 1 time. Last update was at 2013/05/18 03:19:24
warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2013/05/17 23:58:20
Subject: Custom Warlord Traits
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Morphing Obliterator
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I think giving a whole army hatred for no cost is too much. The Warlord and his unit would be ok though.
The others seem fine.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/18 02:07:20
Subject: Re:Custom Warlord Traits
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Bloodthirsty Chaos Knight
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Imma try one for the Templars. It will include the vows wrapped into them, but reworked a little bit.
Your Warlord may not be the Emperor's Champion, but the Emperor's Champion also gains the benefit of the Warlord Trait though it does not confer onto any units within X range of him. Units reduced to only Neophytes do not gain any benefit from the Trait. Dreadnoughts do gain benefit from the Trait.
1. Accept Any Challenge, No Matter the Odds - Your Warlord and the Champion must declare and accept all challenges, but gain the preferred enemy special rule when fighting them.
2. Abhor the Witch. Destroy the Witch. - The Champion, the Warlord, and the Warlord's unit gain Adamantium Will and Hatred: Psykers.
3. Suffer Not the Unclean to Live - The Warlord and the Champion get +1 S and I.
4. Uphold the Honor of the Emperor. - The Champion, the Warlord, and all units within 12" of the Warlord may re-roll failed Morale, Pinning, and Righteous Zeal tests.
5. Conquer in His Name - The Champion, the Warlord, and the Warlord's unit gain the Crusader special rule.
6. Your Honor is your Life. - The Champion, the Warlord, and the Warlord's unit get Feel No Pain against Overwatch shooting attacks.
Thoughts?
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Space Wolves: 3770
Orks: 3000
Chaos Daemons: 1750
Warriors of Chaos: 2000
My avatar |
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![[Post New]](/s/i/i.gif) 2013/05/18 03:18:55
Subject: Custom Warlord Traits
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Resolute Ultramarine Honor Guard
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rohansoldier wrote:I think giving a whole army hatred for no cost is too much. The Warlord and his unit would be ok though.
The others seem fine.
Marines are terrible in combat, as they stand now. But that's a good point.
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warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
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![[Post New]](/s/i/i.gif) 2013/05/18 19:12:29
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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I really like the idea of the Emperor's Champion benefiting from the warlord trait as well. Good idea!
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![[Post New]](/s/i/i.gif) 2013/05/20 06:27:07
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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Okay, so the Blood Angels warlord traits that I posted earlier included this rule:
Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1.
So I was wondering if anyone liked any of these rules better:
Your warlord and the unit he joins during deployment may assault on the turn they arrive from reserves.
On the turn your Warlord and his unit arrive from reserve, only Snap Shots may be made against them.
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![[Post New]](/s/i/i.gif) 2013/05/20 09:10:07
Subject: Custom Warlord Traits
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Morphing Obliterator
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I like the one about allowing the Warlord and his unit to assault on the turn they arrive, but if they deep strike I would disallow the fleet re-roll from jump packs like Vanguards with their Heroic Intervention rule.
That is assuming it doesn't already of course.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/20 15:25:10
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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I don't think they would be able to use the jump packs to assault anyway because they used them to deep strike. I don't know if it explicitly says that in the rules, but that seems right to me.
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![[Post New]](/s/i/i.gif) 2013/05/20 16:01:47
Subject: Custom Warlord Traits
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Morphing Obliterator
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Yeah that does seem right, I just thought it should be put in just in case it didn't have that restriction already.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/21 09:45:49
Subject: Re:Custom Warlord Traits
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Pyromaniac Hellhound Pilot
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For Space Marines:
D6 - Warlord Trait
1 - Dreaded Hero: This Warlord has a dread reputation amongst the enemies of the Imperium.
The Warlord has the Fear special rule.
2 - Master Strategist: The Warlord has a keen understanding of large-scale operations, controlling the units and resources at his disposal with great efficiency.
As long as the Warlord is alive, you may add +1 to any of your Reserve rolls.
3 - Grim Crusader: Tempered in the fiery hell of a thousands battles, the Warlord is now war incarnate, a ruthless warrior who will not stop until all his enemies are dead.
The Warlord has the Adamantium Will and Crusader special rules.
4 - Inspiring Presence: The Warlord is a figure of the most glorious legends and his mere presence is enough to greatly bolster the morale of his battle brothers.
Friendly units from this codex and within 6” of the Warlord may re-roll failed Leadership tests.
5 - Legendary Slayer: This Warlord has a habitude of challenging the most dangerous foes.
The Warlord has the Preferred Enemy (Characters, Monstrous Creatures) special rule.
6 - Headstrong Commander: The Warlord has a very conservative view when it comes to the timing of his fights: they will always end whenever he wants it!
As long as your warlord is alive, you may re-roll the dice to determine the random game length.
For Imperial Guard:
D6 - Warlord Trait
1 - Artillery Commander: This Warlord served with the various artillery regiments and has a special talent to coordinate the massive guns of the Imperial Guard.
As long as the Warlord is on the table, you may re-roll the scatter dice of one friendly Barrage weapon per turn.
2 - Rifles Commander: This Warlord has a long and honoured career with one of the myriad rifle regiments and can order his troops to use a highly destructive lasgun volley.
All lasguns and hellguns used by the Warlord and his unit gain the Shred special rule.
3 - Veteran Commander: The Warlord has partaken in dozens of campaigns. War is his wife and lover, and he is always eager to prover her his own worth.
The Warlord and his unit gain the Counter-Attack and Stubborn special rules.
4 - Sapper Commander: The Warlord has a group of skilled combat engineers under his command who could make quick yet effective pre-battle preparations.
During deployment, you may select one piece of terrain in your deployment zone and increase the cover save it would offer by 1 for the rest of the battle.
5 - Assault Commander: The Warlord is famed from his reckless attacks, usually catching his opponents flat-footed with his unconventional tactics.
You may re-roll your failed Seize the Initiative roll or force your opponent to re-roll his successful Seize the Initiative roll.
6 - Special Operations Commander: The enemy chain of command buckle and tremble when this Warlord sets his plans into motion, as he values the enemy commanders high - and their death even higher!
As long as your Warlord is alive, you gain +1 Victor Point for each enemy HQ unit destroyed by your units.
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My armies:
14000 points |
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![[Post New]](/s/i/i.gif) 2013/05/21 22:12:30
Subject: Re:Custom Warlord Traits
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Tough Tyrant Guard
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Tyranids:
1: Exalted Synapse: Extends synapse range by 6" (making it 18") Also, tyranid models within 6" improve their Feel No Pain roll by 1. Units without it gain Feel No Pain (6+).
2: Master of the Swarm: All termigant, hormagaunt, and gargoyle* broods purchased (so no tervigon shenanigans), when destroyed, are automatically restored to full strength and placed into ongoing reserves. These new units have exactly the same upgrades and are still considered to be a part of their respective Force Organization Chart locations for purposes of scoring and Victory Points.
3: Choked Skies: Any non-tyranid flier or swooping flying monstrous creature has it's movement impeded. Fliers that move more than their minimum distance must take a dangerous terrain test, and swooping flying monstrous creatures must pass a grounding test
4: Gestalt Conscious: Once per game, all tyranid units within 18" may use the warlord's leadership for any leadership or morale tests they are need to make. In addition, they may also choose to use the warlord for drawing line of site, be it for shooting (affects cover) or assault. This effect lasts until the beginning of the player's next turn.
5: Voracious Hunger: The warlord and any tyranid unit within 6" may re-roll Sweeping Advance check. Any unit successfully swept by a unit affected by this ability awards an extra victory point. However, units that are successful may not consolidate after combat, as they are busy devouring their fallen foes.
6: Extension of the Hive Mind: The warlord becomes a psyker (if it wasn't already), and adds 1 to it's mastery level. (Prime becomes ML1, hive tyrant would be ML2, swarmy becomes ML3!)
*Only if warlord is Jump Infantry/FMC
Swarmlord may re-roll result, but must accept second
Edits because I caught typos and miss-worded some of them. All shall rue the day I manage to properly arrange my sentences!!!
Edits 2+ because I'm really bad at this posting thing apparently..
Updated based of feedback
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This message was edited 6 times. Last update was at 2013/05/24 17:04:30
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![[Post New]](/s/i/i.gif) 2013/05/22 14:50:23
Subject: Custom Warlord Traits
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Morphing Obliterator
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I like these Tyranid Traits and I don't feel anything of them are drastically overpowered.
I would however make a couple of small changes:
Master of the Swarm - Limit to Termagants and Hormagaunts only
Gestalt Conciousness - Put a range limitation on this. Maybe 18" so they can catch a unit just out of synapse range.
Other than that I would say everything is fine.
My personal favourites are Gestalt Conciousness and Choked Skies. Too many homebrew traits (and some GW as Tau got one) simply give a unit Skyfire as a way of tackling fliers. Choked Skies is a much more Tyranidy way of tackling them imo as it represents Tyranid spores infecting the world under attack.
GC is a nice touch and allowing a unit to use the Warlord for line of sight would be fun. I take it the range is still measured from the firing unit not the Warlord?
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/22 15:40:09
Subject: Re:Custom Warlord Traits
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Tough Tyrant Guard
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Yeah, range is still from the firing unit, but uses the warlord for line of sight purposes if they choose. makes for some nifty situations to ninja-assault over a wall or have your t-fexes slap some vehicle they cant see. might change Gestalt to any tyranid unit within synapse range.
I'm surprised you didn't catch the lack of "friendly" in all of them. Makes for some interesting bug-on-bug action
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![[Post New]](/s/i/i.gif) 2013/05/22 16:07:51
Subject: Re:Custom Warlord Traits
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Ultramarine Librarian with Freaky Familiar
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cpyke wrote:Okay, so the Blood Angels warlord traits that I posted earlier included this rule:
Your Warlord, and the unit he joins during deployment, may choose to automatically arrive from reserves turn 1.
So I was wondering if anyone liked any of these rules better:
Your warlord and the unit he joins during deployment may assault on the turn they arrive from reserves.
On the turn your Warlord and his unit arrive from reserve, only Snap Shots may be made against them.
The ability to assault from reserves (or deepstriking) would be a great buff for Blood Angels. It would help them beat those pesky shooty armies (I should know, I've been one of those pesky shooty armies!)
I was thinking of replacing my skyfire warlord trait with this one (Inspired starhunter!): Friend of the Navy: Due to Imperial Navy harassment, enemy flyers must make an additional 6" to their movement unless there is friendly flyer on the board (After all, the navy's fighter craft wouldn't want to risk friendly fire)
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Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far! |
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![[Post New]](/s/i/i.gif) 2013/05/22 21:36:12
Subject: Custom Warlord Traits
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Horrific Howling Banshee
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Great thread... Nothing to add
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![[Post New]](/s/i/i.gif) 2013/05/22 23:31:52
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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So what armies don't have a set of traits yet?
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![[Post New]](/s/i/i.gif) 2013/05/23 12:11:02
Subject: Custom Warlord Traits
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Morphing Obliterator
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The only problem with changing Gestalt to Synapse range is that the using the Warlord's LD stat becomes useless as they are fearless anyway.
That is why I suggested 18", as with a synapse range of 12", it means you can catch a unit just out of range and maybe stop them from breaking for a crucial turn.
Cpyke, the armies without personalised traits are:
SM
BA
SW
IG
BT
Sisters
Orks
Necrons
Tyranids
Dark Eldar
Eldar (until next week anyway!)
Only CSM, Daemons, DA, Tau and soon Eldar have their own Traits table.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/05/23 15:09:11
Subject: Re:Custom Warlord Traits
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Stealthy Dark Angels Scout with Shotgun
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@rohansoldier
I meant which ones did we not make a set of warlord traits for. Which If I remember correctly, we have at least proposed a set for each army! Maybe you could go through and collect them all in the first post so we can look at them all at a glance?
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