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![[Post New]](/s/i/i.gif) 2013/09/02 22:31:29
Subject: Cherubael, the Cherub of Bael
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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Cherubael is a mysterious daemonhost originally bound by the rouge inquisitor Quixos. After trying to secure a piece of xeno tech and having his plans foiled by inquisitor Eisenhorn he set events in motion that eventually led to Eisenhorn banishing Churbael into the warp. Much to his surprise Eisenhorn re-summoned him as a daemonhost once again in order to punish him. During Eisenhorns decent into radicalism he has used Cherubael as a potent weapon many times, the first of which he summoned Cherubael as a creature of pure energy to combat a warhound titian. Cherubael dispatched it with ease. Several times Cherubael has broken free of its shackles and everytime Eisenhorn has re bound him into a different host. Now Cherubael serves as Eisenhorns most potent weapon against the servants of chaos, a target Cherubael has no qualms with destroying, as he has no obvious alignment to any of the major chaos gods. He currently inhabits the body of one of Eisenhorns friends Fischig, and has moulded him to his desired aesthetics of bronze skin, empty eyes and stub horns. Cherubael is a fearsome opponent for any creature, his power limited only to what he can channel through his fleshy prison. He has constantly proven his prowess against multiple enemies and daemonhosts and he is the be all end all in inquisitorial warfare.
Ws 5 Bs 4 S 5 T 5 W 2 I 6 A 4 Ld 10 (7) save 4++ 80pts (Cherubael may be bought in an inquisitorial warband, this war band may not contain a second daemonhost, Cherubael doesn't share)
Special rules. Daemon. Fearless. Bound. Channel energy. fleet. Rending.
Bound: Cherubael is bound to his Inquisitor, and that binding is all that keeps Cherubael from returning to the Warp to seek his solace. Cherubael must start the game bound to an inquisitor, and if that inquisitor is removed from play for any reason, Cherubael must pass a LD test on Ld 7 at the start of every movement phase or be instantly removed from play. This is the only time he uses the lower LD.
Channel energy. Cherubael is a creature of the Warp, and that's where his power comes from. At the start of every movement phase roll a d6x2, Cherubael gains the abilities based on the table below that correspond to what the die roll. If a double is rolled, Cherubael may pick what powers he wants that turn. The powers last until his next movement phase unless otherwise stated.
1. Daemonic Flight. Cherubael may move as jump infantry this turn and he may use both jump pack and hammer of wrath in the same turn. Cherubael also gains the USR Hit and run.
2. Daemonic Fury. Cherubael gains d6 attacks until his next movement phase. He also gains the USR Furious Charge and Rampage.
3. Daemonic Resilience. Cherubael gains the USR It will not die & Eternal warrior as well as + 1 toughness until his next movement phase. Cherubael gains +1 Fnp (So he gets a 6+) for the rest of the game, this will stack with other rolls of this ability.
4. Daemonic Flame. Cherubael inflicts d6 strength 4 Ap - hits at I10 in combat and his attacks are treated as AP 3. Cherubael also gains a shooting attack S 4 AP 4 Assault d6+1, ignores cover.
5 Daemonic Might. Cherubael gains the USR armourbane as well as + d3 strength. All of Cherubaels attacks have the concussive special rule and Cherubael may a shooting attack with the following profile. S 6 AP - assault d3 strike down as he can throw massive boulders at the enemy.
6. Daemonic Brilliance. All units excluding his own within 2d6 of Cherubael (Friendly and enemy) must take a blind test as if they had been struck by a blind causing weapon. Cherubael also becomes a mastery level 2 psyker with access to pyromancy, biomancy and telepathy Randomly determined by a D3. Cherubaels invulnerable save is increased by 1. At the start of his next movement phase roll a dice, on a 5 or a 6 Cherubael keeps these effects in addition to the ones he rolled that turn. You may continue to do this until Cherubael fails to roll a 5 or 6 every movement phase.
What do you think, I think I might up the points abit, but I think he looks really fun!
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This message was edited 1 time. Last update was at 2013/09/03 10:05:42
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![[Post New]](/s/i/i.gif) 2013/09/03 16:37:49
Subject: Cherubael, the Cherub of Bael
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Confessor Of Sins
WA, USA
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It could be fun, but my biggest criticism is the table. Nothing is overly powerful (that jumps out to me) but this table looks like a complete PAIN to play with. There's just this huge crush of special rules that can get to be close to overpowered, but it is more than that, it is a mess. Let me put it this way, at every movement phase (so a minimum of 10 times per game) I need to:
Roll 2 dice, and check the power
If I roll a 2, I have to note and update the FNP
If I roll a 6 I need to roll a d3 and then generate 2 powers. THEN I need to roll AGAIN to see if he keeps them, and that in turn means I need to keep it in line with the 2 d6 roll from BEFORE.
It's a Warp Storm table gone berserk, with some things that stick and some things that don't. It is confusing for both the owning player and even moreso for the opponent and it would bring the game to a crashing halt as you practically need a spreadsheet to keep track of everything. I think it needs to really be pared down and made into something that is a little smoother and more streamlined, I'd say something like this:
Roll twice on this table:
1 - Becomes jump infantry and gains Hit and Run
2 - Replaces attacks stat with d6 and gains Rampage
3 - IWND and FNP 4+
4 - AP3 melee attacks, and an S4 AP4 template weapon
5 - Armorbane and Fleshbane
6 - In the shooting phase, manifest a single power from Pyromancy, BIomancy or Telepathy randomly and cast it immediately.
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Ouze wrote:
Afterward, Curran killed a guy in the parking lot with a trident.
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![[Post New]](/s/i/i.gif) 2013/09/03 19:30:32
Subject: Cherubael, the Cherub of Bael
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Angered Reaver Arena Champion
Connah's Quay, North Wales
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I guess I did go a bit overboard with the powers. I like your table, it seems much easier, although I may change the attacks to d6+2 because 2/3 of the time d6 is the same or worse then 4 attacks. I also meant it to only be the owning players movement phase, to last until his next. I will keep on doubles he chooses and add when he dies every unit within 2d6 takes a blind test.
So it would look like
Ws 5 Bs 4 S 5 T 5 W 2 I 6 A 4 Ld 10 (7) save 4++ 80pts (Cherubael may be bought in an inquisitorial warband, this war band may not contain a second daemonhost, Cherubael doesn't share)
Special rules. Daemon. Fearless. Bound. Channel energy. fleet. Rending.
Bound: Cherubael is bound to his Inquisitor, and that binding is all that keeps Cherubael from returning to the Warp to seek his solace. Cherubael must start the game bound to an inquisitor, and if that inquisitor is removed from play for any reason, Cherubael must pass a LD test on Ld 7 at the start of every movement phase or be instantly removed from play. This is the only time he uses the lower LD.
Channel energy. Cherubael is a creature of the Warp, and that's where his power comes from. At the start of every friendly movement phase roll a d6x2, Cherubael gains the abilities based on the table below that correspond to what the die roll. If a double is rolled, Cherubael may pick what powers he wants that turn. The powers last until his next movement phase.
1 - Becomes jump infantry and gains Hit and Run
2 - Replaces attacks stat with d6+2 and gains Rampage
3 - IWND and FNP 4+
4 - AP3 melee attacks, and an S4 AP4 template weapon
5 - Armorbane and Fleshbane
6 - In the shooting phase, manifest a single power from Pyromancy, BIomancy or Telepathy randomly and cast it immediately.
Resplendent Return. When Cherubael is removed from play for any reason, His Daemonic essence frees itself from his body and returns to the Warp. The image of a hostless daemon is a being of pure energy that radiates light on every spectrum. Every unit within 2d6 must take a blind test as if they where hit with a blind coursing weapon. If a unit is immune to blind it is immune to this effect.
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![[Post New]](/s/i/i.gif) 2013/09/07 04:55:59
Subject: Cherubael, the Cherub of Bael
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Chaos Space Marine dedicated to Slaanesh
Florida
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You might want to consider having a more negative downside to the bound rule if the inquisitor is lost and Cherubael fails the LD test. Maybe something like causes d3 hits to the warband resolved with all his current modifiers and special rules.
When Eisenhorn got knocked out on Cadia after summoning Cherubael it went nuts and on a rampage until it was rebound, would kind of reflect that.
Resplendent Return is kind of a downside rule to the owning player, but it can also be a huge buff if you throw it at a huge clump of the enemy as a sacrifice with your guys out of the potential range.
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