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![[Post New]](/s/i/i.gif) 2013/05/31 00:04:35
Subject: The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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Nothing groundbreaking, but I think Kelly could have thrown Tzeentch fluff a bone with something like this.
The Rubric - 20 point upgrade for Sorcerors with the Mark of Tzeentch who have also purchased the Veteran of the Long War upgrade. Comes standard on Aspiring Sorcerors, Thousand Sons and Ahriman (adding 10 points to Aspiring Sorcerors, 20 points to Ahriman, Thousand Sons remain at 23 points)
Models with The Rubric special rule who are Psykers automatically pass psychic tests and re-roll Spawnhood and Daemonic Ascension results on the Chaos Boon table.
Models with The Rubric special rule who are not Psykers are instead immune to poisoned attacks and move as if in difficult terrain if there is no Aspiring Sorceror or Independent Character with the Mark of Tzeentch in the unit from the start of the turn.
This would better represent both the Rubric's enhancement of sorcerous abilities and protection against crippling mutation. It incidently makes the psychic power Boon of Mutation better.
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This message was edited 2 times. Last update was at 2013/05/31 00:08:27
Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/05/31 11:55:32
Subject: The Rubric
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Fixture of Dakka
Temple Prime
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And even then, nobody would take 1k sons. The nicest thing you can say about them is that they''re not pyrovores.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/10 05:06:37
Subject: The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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Kain wrote:And even then, nobody would take 1k sons. The nicest thing you can say about them is that they''re not pyrovores.
I personally think Thousand Sons should have 2 wounds again, but lord knows with 2 wounds, AP3 and a 4++ someone might consider taking them instead of plague marines.
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Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/06/10 11:09:33
Subject: The Rubric
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Morphing Obliterator
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I agree that Thousand Sons (the non psyker type) should have some kind of immunity from poison, but that would give dark eldar a major disadvantage against them as basically all of their anti infantry firepower except disintegrators are poison.
How about they deduct 1 from the roll to wound them, so 5+ instead of 4+ in most cases?
However, the Thousand Sons psykers should not be immune to Spawnhood or Daemonic Ascension as they are flesh and blood not dust like the Rubric marines are.
Also I think auto passing psychic tests in an edition when perils is actually quite deadly is too much. Seeing as Eldar Warlocks can now die from a Perils test without a save, I see no reason for Thousand Sons to be any different.
Some kind of anti psyker wargear for Chaos would be welcome though.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/06/10 11:59:07
Subject: The Rubric
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Fixture of Dakka
Temple Prime
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Nitros14 wrote: Kain wrote:And even then, nobody would take 1k sons. The nicest thing you can say about them is that they''re not pyrovores.
I personally think Thousand Sons should have 2 wounds again, but lord knows with 2 wounds, AP3 and a 4++ someone might consider taking them instead of plague marines.
The problem with Rubric marines is that they get no special weapons, no options at all save for what you put on the sorcerer. And except against marines and marine killing weapons, they're not really better than normal bolter marines. Perhaps at least an option for heavy bolters would be nice in addition to two wounds? Although AP2 heavy bolters may cause termispam users to cry foul.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/10 15:45:53
Subject: The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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rohansoldier wrote:
However, the Thousand Sons psykers should not be immune to Spawnhood or Daemonic Ascension as they are flesh and blood not dust like the Rubric marines are.
Also I think auto passing psychic tests in an edition when perils is actually quite deadly is too much. Seeing as Eldar Warlocks can now die from a Perils test without a save, I see no reason for Thousand Sons to be any different..
It's more of a fluff thing, where the Sorcerors who survived the Rubric were immune to mutation and had their powers greatly enhanced. The way I see it, 20 points is a stiff price to pay for it.
Back in the 3.5 book Thousand Sons had Talisman of Tzeentch which reduced the leadership of all enemy Psykers on the table by 1, then Psychic Duel which reduced it by 1 again, then the Warp Blade which caused any enemy casting a Psychic Power within 12" of the bearer to suffer Perils on a 4+.
Just pick one of those and modernize it.
I would also like to see a return of The Twisting Path psychic power from 3.5 where the target takes a leadership test and if they fail the Sorceror pulls information from their mind, plants a post-hypnotic suggestion or otherwise completes some ineffable goal and immediately scores 50 victory points for his side.
Thousand Sons also had a strategy rating of 3 (instead of the normal 2) in 3.5. There's lots of neat missed opportunities.
Don't get me wrong, I like the AP3 bolters and 4++ in the new book, but I do miss the old psychic defence, 2 wound Rubrics, Rubric Terminators, fluffy psychic powers, auto pass psychic tests and so on.
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This message was edited 4 times. Last update was at 2013/06/10 15:51:26
Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/06/10 17:10:35
Subject: The Rubric
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Fixture of Dakka
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Familiars cost 15 and are the best single buy a Psyker can make in the entire game. You want something infinitely better for 5 more points?
No.
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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) 2013/06/10 17:33:10
Subject: The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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DarknessEternal wrote:Familiars cost 15 and are the best single buy a Psyker can make in the entire game. You want something infinitely better for 5 more points?
No.
Infinitely better? The familiar makes it so you fail or perils 1.5% of the time. So exactly 1.5% of psychic tests will this 'infinitely better' upgrade actually do anything. Unless you're fighting one army, Tyranids. Most games it won't even do anything.
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Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/06/10 20:17:44
Subject: The Rubric
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Fixture of Dakka
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Nitros14 wrote: DarknessEternal wrote:Familiars cost 15 and are the best single buy a Psyker can make in the entire game. You want something infinitely better for 5 more points?
No.
Infinitely better? The familiar makes it so you fail or perils 1.5% of the time. So exactly 1.5% of psychic tests will this 'infinitely better' upgrade actually do anything. Unless you're fighting one army, Tyranids. Most games it won't even do anything.
Yes, going from any chance of failure to zero chance of failure is infinitely better. That is a strict definition.
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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) 2013/06/10 20:23:46
Subject: The Rubric
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Fixture of Dakka
Temple Prime
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Cult terminators really should make a come back. I'd fill the gak out of my elites with Plague Terminators.
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Midnightdeathblade wrote:Think of a daemon incursion like a fart you don't quite trust... you could either toot a little puff of air, bellow a great effluvium, or utterly sh*t your pants and cry as it floods down your leg.
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![[Post New]](/s/i/i.gif) 2013/06/11 01:14:32
Subject: The Rubric
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Major
Fortress of Solitude
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Nitros14 wrote:Nothing groundbreaking, but I think Kelly could have thrown Tzeentch fluff a bone with something like this.
The Rubric - 20 point upgrade for Sorcerors with the Mark of Tzeentch who have also purchased the Veteran of the Long War upgrade. Comes standard on Aspiring Sorcerors, Thousand Sons and Ahriman (adding 10 points to Aspiring Sorcerors, 20 points to Ahriman, Thousand Sons remain at 23 points)
Models with The Rubric special rule who are Psykers automatically pass psychic tests and re-roll Spawnhood and Daemonic Ascension results on the Chaos Boon table.
Models with The Rubric special rule who are not Psykers are instead immune to poisoned attacks and move as if in difficult terrain if there is no Aspiring Sorceror or Independent Character with the Mark of Tzeentch in the unit from the start of the turn.
This would better represent both the Rubric's enhancement of sorcerous abilities and protection against crippling mutation. It incidently makes the psychic power Boon of Mutation better.
You Cant auto-pass psychic tests. It goes against all previous rules. FATEWEAVER doesn't auto-pass, and he is better than some rubric sorceror.
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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![[Post New]](/s/i/i.gif) 2013/06/11 01:17:34
Subject: The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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ImotekhTheStormlord wrote:
You Cant auto-pass psychic tests. It goes against all previous rules. FATEWEAVER doesn't auto-pass, and he is better than some rubric sorceror.
To be fair I think Daemons not auto-passing/taking perils of the warp is pretty dumb.
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Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/06/11 10:29:51
Subject: The Rubric
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Morphing Obliterator
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Nitros14 wrote: ImotekhTheStormlord wrote:
You Cant auto-pass psychic tests. It goes against all previous rules. FATEWEAVER doesn't auto-pass, and he is better than some rubric sorceror.
To be fair I think Daemons not auto-passing/taking perils of the warp is pretty dumb.
Yes it kind of is, but then it could represent the daemon being attacked by a daemon of a rival god.
It is also put in for game balance. Same with eldar warlocks having to test now I guess, although LD9 would have been nice for them.
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Chaos Space Marines - Iron Warriors & Night Lords 7900pts
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![[Post New]](/s/i/i.gif) 2013/06/11 13:34:57
Subject: Re:The Rubric
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Tzeentch Veteran Marine with Psychic Potential
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The main point of contention I think is that when you make a Tzeentch army for non-competitive reasons, you're not really looking to be overpowered so much as you're looking to be good at magic or at least better than everyone else. When that doesn't happen there's complaints about it feeling wrong.
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Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.
No game of chess can be won without pawns, and this may prove to be a very long game.
http://www.youtube.com/watch?v=xLnIFn-iROE |
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![[Post New]](/s/i/i.gif) 2013/06/11 14:00:02
Subject: Re:The Rubric
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Major
Fortress of Solitude
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Nitros14 wrote:The main point of contention I think is that when you make a Tzeentch army for non-competitive reasons, you're not really looking to be overpowered so much as you're looking to be good at magic or at least better than everyone else. When that doesn't happen there's complaints about it feeling wrong.
Understood, but I dont think auto-passing is an option. Perhaps A once per game auto pass?
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Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General |
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