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Made in us
Stone Bonkers Fabricator General





Beijing, China

So this far into 6th edition we now know how terrible a rule Soulblaze is. It's useless, it's time consuming, units that have it are largely overcosted as the initial writers apparently assumed it would be awesome.

So here is my suggestion. Units with soulblaze counters on them cannot take a cover save. If you are on fire, especilly with some sort of magical warp fire that burns your soul, it would be rather hard to hide behind bushes, in shadows, or dodge incoming attacks.
You are on fire, you burn the bushes down.
You are on fire, lit up for anyone to see you in the dark.
You are on fire, how are you able to see incoming attacks to know when the dodge or jink?

You would still get cover against the first weapon that shot you that had the soul blaze rule, but then any other unit that shoots you would ignore your cover.


edit:
It has come to my attention that the helturkey has soulblaze on it's baleflamer. No need to make it more powerful so this rule would also remove soulblaze from the heldrake.

This message was edited 1 time. Last update was at 2013/08/08 20:03:32


Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in ua
Frightening Flamer of Tzeentch





This would be too overpowered for 10-15 pts thing.
The simple way to make soulblaze work is to turn it into D3 S4 AP5 Ignore Cover hits added to regular attack if a leas one of them hit - simple and effective.

"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

 Mezmerro wrote:
This would be too overpowered for 10-15 pts thing.
The simple way to make soulblaze work is to turn it into D3 S4 AP5 Ignore Cover hits added to regular attack if a leas one of them hit - simple and effective.


as I understand it, few units get it for 10-15 points. CSM rhinos, preditors, and landraiders can get it cheaply but consider that you have to hit and have soulblaze proc. A rhino gets 1 shot over 12" It has to hit, then wound, then fail a save, and then it has to roll 4+ to set the unit on fire, it also has to give up the things a rhino could otherwise do in its shooting phase like pop smoke or drive fast. On a dakka pred, it is likely to go off perhaps but it then your dakka pred has already fired(dakka preds are the thing you would really like to have ignore cover on) On a chaos land raider, well, CSM LRs need all the help they can get. I dont think firing lascannons at infantry units to remove their cover save is a good use of 245 points even still. As for CSM with Icon of Tzeench, they pay more than 10-15 points, must have MoT and then the icon.

What else can get soulblaze these days?

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
Made in us
Major




Fortress of Solitude

This upgrade isn't enough IMO, but a good start.

Celesticon 2013 Warhammer 40k Tournament- Best General
Sydney August 2014 Warhammer 40k Tournament-Best General 
   
Made in ua
Frightening Flamer of Tzeentch





 Exergy wrote:
Pyrocinetic psykers. And then you have a Perfect Timing spell from divination, which negates cover saves from one squad psyker joins, rather thel all but his own like yo propose with soul blaze, and dows not kill things in process. So why one would roll on divination for cover ignoring if they have much better version of in on four pyrocinetic spells?
If you really want to screw cover saves with soul blaze (whic is quite fluffy, I must admit), make in -1 pennalty instead of outright ignoring, and matbe back it up with some strukedown-esque movement penaltiies (because it hurt to run when your legs are on fire)

This message was edited 3 times. Last update was at 2013/08/08 17:55:50


"It is not the strongest of the species that survives, nor the most intelligent that survives. It is the one that is the most adaptable to change."
Charles Darwin, first champion of Tzeench 
   
Made in dk
Deadly Dire Avenger





I'd go with some sorta stacking bonus, either simply letting it stack multiple times, maybe increase the str by 1 for each counter, or lower the cover save by -1 for each counter beyond the first. Mostly I think it's important to remember that the Baleflamer has soulblaze. So try to stay clear of anything that will increase the potency of the Helldrake.
   
Made in us
Stone Bonkers Fabricator General





Beijing, China

Lilrys wrote:
I'd go with some sorta stacking bonus, either simply letting it stack multiple times, maybe increase the str by 1 for each counter, or lower the cover save by -1 for each counter beyond the first. Mostly I think it's important to remember that the Baleflamer has soulblaze. So try to stay clear of anything that will increase the potency of the Helldrake.



ahh, Helturkey has it

Ok I propose removing it from the the baleflamer.

Dark Mechanicus and Renegade Iron Hand Dakka Blog
My Dark Mechanicus P&M Blog. Mostly Modeling as I paint very slowly. Lots of kitbashed conversions of marines and a few guard to make up a renegade Iron Hand chapter and Dark Mechanicus Allies. Bionics++  
   
 
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